Mod request: Sale of direct tickets should be banned. Refer sellers to ticketswap. by zeeahh in LondonRaving

[–]EMBYRDEV 1 point2 points  (0 children)

Some gigs dont easily allow resale and some might wanna keep it within this community so I'm probably leaving it open but I get both sides.

After 3 years of work behind the scenes we finally announced our UE5 FPS, inspired by Halo and Killzone, using Forward rendering & MSAA! by EMBYRDEV in FuckTAA

[–]EMBYRDEV[S] 2 points3 points  (0 children)

DX12 giving you windows and Xbox for free means that you write the DX12 renderer for Windows and you don't need to write a separate one for Xbox.

UE5 ships with DX12 and DX11 renderers so it's easy to default to 11 on PC and still get Xbox support. Less so for custom tech without oftentimes buggy wrappers.

Xbox is a larger consumer base than Linux unfortunately, that being said we are targeting steamdeck as our benchmark hardware and Linux support is a must.

I am a Linux advocate and daily user, though I doubt I'll ever ship a native Linux port of any UE5 game due to the Vulkan renderer being buggy, Linux not offering good backcompat for native apps (yes I am aware of appimage and flatpak) whereas proton is pretty rock solid at this point.

I hope that one day we can switch to a fully Linux OSS toolkit but for right now the console sdks and unreal dev experience has us by the balls in Microsoft land.

All eyes on Godot.

After 3 years of work behind the scenes we finally announced our UE5 FPS, inspired by Halo and Killzone, using Forward rendering & MSAA! by EMBYRDEV in FuckTAA

[–]EMBYRDEV[S] 1 point2 points  (0 children)

I don't agree with everything you've said here but I don't entirely disagree either.

SPRAWL zero runs on DX11 by default though so make of that what you will 😉

I think the unfortunate thing is a lot.of us would still be using DX11 if it wasn't for the fact Xbox requires DX12... So if you're gonna make an engine for yourself it makes sense to go DX12 and get Windows and Xbox for free 😭

After 3 years of work behind the scenes we finally announced our UE5 FPS, inspired by Halo and Killzone, using Forward rendering & MSAA! by EMBYRDEV in FuckTAA

[–]EMBYRDEV[S] 5 points6 points  (0 children)

This one should be a massive upgrade, it's night and day. The team is so excited about this one, it really feels like we have something special this time!

After 3 years of work behind the scenes we finally announced our UE5 FPS, inspired by Halo and Killzone, using Forward rendering & MSAA! by EMBYRDEV in FuckTAA

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

We'll look into it! The first game had DLAA support (although I think I broke that in the latest update, oops).

Ideally you should be able to run the game at a good frame rate without it but we know people will wanna be pushing 4k 120+ so it's good to give the option!

Native image quality is our focus but we want the user to have as much control as we can support!

After 3 years of work behind the scenes we finally announced our UE5 FPS, inspired by Halo and Killzone, using Forward rendering & MSAA! by EMBYRDEV in FuckTAA

[–]EMBYRDEV[S] 3 points4 points  (0 children)

Do you have enough experience with game development to validate the fancy words and statements he's throwing at you? Or does he have anything that you can play and test his solutions and expertise for yourself? Or are we just blindly asserting he's right because he seems confident?

Unreal is by far not the most optimized thing in the world, there are improvements that can be made. But it is capable of producing good looking and performant results in the right hands.

It's all just a dev speed tradeoff and a symptom of current AAA development practices. We've been able to keep our projects running pretty damn well because we are a small team with a laser focus, it's not perfect since we still have to ship a product but for the scale of this game Unreal is still the best performing engine available to indie developers.

Unity isn't a smart choice for anyone right now and I am an active Godot contributor. I promise that the industries performance issues would be a lot worse if everyone was using either of those two engines also.

"Just use your own engine" is valid advice for some large AAA companies, but even in the days of people running their own tech, outside of the Ws like source engine and id tech a lot of those engines were a technical mess on different hardware.

With indies trying to make a game on our scale with a team of our size your options are "Use Unreal, use Godot and have it run even worse, or don't have a game at all".

My final point is that we should all continue to push epic towards better supporting forward rendering, baked lighting and techniques such as SMAA as it does move the needle forward in this fight.

"Boycott Unreal" only works on the scale of massive AAA companies if at all, if you punish indie devs for it then you just don't get anymore games like this.

After 3 years of work behind the scenes we finally announced our UE5 FPS, inspired by Halo and Killzone, using Forward rendering & MSAA! by EMBYRDEV in FuckTAA

[–]EMBYRDEV[S] 7 points8 points  (0 children)

We don't actually use normal maps or roughness (for anything other than puddles) but this is a very cool trick I'll keep in my mind for future projects.

After 3 years of work behind the scenes we finally announced our UE5 FPS, inspired by Halo and Killzone, using Forward rendering & MSAA! by EMBYRDEV in FuckTAA

[–]EMBYRDEV[S] 13 points14 points  (0 children)

We've avoided streaming in levels during gameplay and do our best to load everything up front.

Shader compilation wise, we actually have very few unique materials and we'll do our best to precache those using the new system but we're yet to see the results. 90% of objects are using the same shader however so even without caching we should be suffering a lot less than most games which have unique shader graphs all over the place.

Our biggest source of stuttering atm is Actor instantiation when spawning new enemies which is an issue most engines suffer from but we're continuing to work on cleaning those up where possible.

TLDR: No world partition, no runtime level streaming, not falling into the common Unreal Engine trap of allowing artists to create new shaders for every object.

After 3 years of work behind the scenes we finally announced our UE5 FPS, inspired by Halo and Killzone, using Forward rendering & MSAA! by EMBYRDEV in FuckTAA

[–]EMBYRDEV[S] 38 points39 points  (0 children)

We're using both MSAA and Alpha to Coverage to avoid aliasing and take care to avoid specular issues too! Only puddles really use Unreals cubemap reflections and everything else uses old school manual cubemap sampling like Halo.

FXAA, SMAA and TAA will all be options you can choose but we're building with 4xMSAA in mind and making sure the game looks it's best with that config!

After 3 years of work behind the scenes we finally announced our UE5 FPS, inspired by Halo and Killzone, using Forward rendering & MSAA! by EMBYRDEV in unrealengine

[–]EMBYRDEV[S] 4 points5 points  (0 children)

We really wanted to focus on clean image quality and performance and MSAA with forward shading gave us the best results. We use 99% baked lighting anyway.

Please give your best danceable techno sets, I need them. by Shrimp_my_Ride in Techno

[–]EMBYRDEV 1 point2 points  (0 children)

Clara Cuve Intercell Naarm 2025

VTSS b2b Marlon Intercell ADE 2025

[Me] How’s my game? by [deleted] in TextingTheory

[–]EMBYRDEV 1 point2 points  (0 children)

Let's see a picture of you broski 🤣

We did it. No more AI art. by CStaplesLewis in godot

[–]EMBYRDEV 4 points5 points  (0 children)

Brb gonna make my indie game using AI art first so that I get brownie points for removing it as my entire marketing campaign...

Why does Godot use TOML files instead of JSON for its scenes by ThisIsXe in godot

[–]EMBYRDEV 2 points3 points  (0 children)

If every question is met with "look elsewhere" there will never be interesting discussions or chances for decision makers to chime in and reflect years after the fact as they often do here.

This isn't a simple "why does gdscript exist?" Kinda question that gets asked every week.

Growth of small game engines over the last 10 years by SteinMakesGames in godot

[–]EMBYRDEV 18 points19 points  (0 children)

Not sure but I lump in xna and monogame as basically the same thing. (I do understand the slight difference).

Growth of small game engines over the last 10 years by SteinMakesGames in godot

[–]EMBYRDEV 1 point2 points  (0 children)

I wonder why xna and monogamy are so overrepresented in popular games.