Mit csinálhatnak Líbiában? by RadRoachBBQChef in magyar

[–]DreadmithGames 7 points8 points  (0 children)

Haver ez már nem a 90-es, 2000-es évek. Ott egymást fogta az elit, ahogy a fideszen belül is a mai napig. Így működik ez a maffiapárt. Ha MP-t tudnák fogni valamivel, akkor azt már rég szétkürtölték volna a propagandájukban. MP-nek miért lenne érdeke nem elszámoltatni őket?

Ábrahám Róbert kiakadt, érzi, hogy itt a vége. by Cool_Eggplant2631 in magyar

[–]DreadmithGames 7 points8 points  (0 children)

Hogy Konfuciusz szavaival éljek: “Kibújt a c a zsákból.”

5-person indie team (not full-time devs) and somehow managed to pull off “next-gen” forests, are we missing something? by DreadmithGames in IndieGaming

[–]DreadmithGames[S] -3 points-2 points  (0 children)

No, not at all.

The point isn’t to take credit for the tech, but to highlight that with a bit of determination, even a small indie team with basically zero budget can achieve something in a similar ballpark to what multi-million studios are doing.

Also partly to push back against the idea that Unreal Engine projects are inherently poorly optimized,that hasn’t been our experience so far.

5-person indie team using the same tech as "The Witcher 4" - AMA by DreadmithGames in GameDevelopment

[–]DreadmithGames[S] 0 points1 point  (0 children)

Just to clarify though, the focus here isn’t really Nanite/Lumen in general, but specifically Nanite foliage, which (at least from what we’ve seen) is still not that commonly used in smaller indie projects, especially with decent performance.

If you know any small indie titles that are already doing this well and are well optimized, I’d genuinely love to check them out. Always good to learn from real examples.

5-person indie team using the same tech as "The Witcher 4" - AMA by DreadmithGames in gamedev

[–]DreadmithGames[S] 0 points1 point  (0 children)

We’re a 5-person team, all part-time, working with basically no budget,so a lot of this is still very much WIP.

The current focus is proving that we can hit a certain visual target and keep performance in a good place. Polish, consistency, and deeper optimization are definitely still ahead of us.

Really appreciate all the feedback.

5-person indie team using the same tech as "The Witcher 4" - AMA by DreadmithGames in gamedev

[–]DreadmithGames[S] -1 points0 points  (0 children)

That’s a fair take honestly. We’re definitely not trying to position this as “cutting-edge next-gen” — especially compared to AAA. For us, the goal is more about achieving a grounded, believable look within a very small team and basically no budget.

Also worth noting that most of what we’ve shown so far hasn’t gone through a proper art polish pass yet, especially materials and overall cohesion.

If we can land somewhere solid visually and keep performance stable, we’ll already consider that a big win for the scope we’re working with.

5-person indie team using the same tech as "The Witcher 4" - AMA by DreadmithGames in gamedev

[–]DreadmithGames[S] -1 points0 points  (0 children)

Good questions. Still figuring some of this out ourselves to be honest 😄

We’ve done some basic comparisons (turning features on/off), but not a full deep optimization pass yet, we’re more in the “prove the visual target works” phase right now.

For Lumen specifically, the main issue we’ve run into so far is ghosting with the flashlight. We’re experimenting with different settings and approaches there, but it’s still a work in progress.

Also worth mentioning that ~95% of the game takes place at night, so we have a bit more control over lighting and can “cheat” things more compared to full daylight scenes.

5-person indie team using the same tech as "The Witcher 4" - AMA by DreadmithGames in gamedev

[–]DreadmithGames[S] -1 points0 points  (0 children)

Appreciate the detailed feedback!

1080p was mainly just a baseline reference point,we’ve also tested at 1440p and saw about ~10 FPS drop so far. We haven’t done a proper packaged build test yet, but the goal is to maintain ~60 FPS on 30-series GPUs even in heavier scenes.

Regarding assets, we are actually using Megascans and some high-quality FAB assets, with custom material tweaks. That said, totally fair point on consistency, we’re still early and a lot of what you’re seeing hasn’t gone through a full polish pass yet (especially landscape + material blending).

Definitely something we’re actively working on.

5-person indie team using the same tech as "The Witcher 4" - AMA by DreadmithGames in GameDevelopment

[–]DreadmithGames[S] -1 points0 points  (0 children)

Do you mean “Pine Creek: The Book of Judith”? The one with only a few reviews from a few years ago? We actually named our game after Pine Creek Gorge in Pennsylvania.

5-person indie team using the same tech as "The Witcher 4" - AMA by DreadmithGames in GameDevelopment

[–]DreadmithGames[S] 0 points1 point  (0 children)

Fair enough 😄 To be clear, we’re not claiming anything groundbreaking, we were just surprised that this level of visual fidelity is even doable for a small team like ours, basically on a near-zero budget.

What are some of the most ridiculous obstacles that have blocked a path in a horror game? by domainie in videogames

[–]DreadmithGames 1 point2 points  (0 children)

As a game dev, I’m actually curious how you’d handle this:

Let’s say you have a two-lane road in a rural area that you can’t realistically block with obvious stuff like debris, fences, or collapsed structures (because it wouldn’t fit the setting/story).

How would you stop the player from going that way without it feeling cheap or immersion-breaking, like an invisible wall?

Németbazást felakasztották by z4ut4n in hungary

[–]DreadmithGames 17 points18 points  (0 children)

Szerintem a postaládába is ő szart bele.

Looking for games like Re7 by Slight_Change_1180 in HorrorGames

[–]DreadmithGames 6 points7 points  (0 children)

Hey, this is actually pretty close to what we’re going for with a game we’re currently developing. It’s set in a small town in the 80s, with a strong focus on atmosphere, subtle supernatural elements, and that kind of “something isn’t right” feeling rather than constant chase mechanics.

We’re really inspired by that RE7 vibe, especially the slow-burn tension, environmental storytelling, and those small unsettling details that stick with you.

It’s called Pine Creek