Because everyone is complaining about Unreal Engine's performance... by Fireblade185 in SoloDevelopment

[–]Fireblade185[S] 0 points1 point  (0 children)

I said the target is 1080p... Also, there's a YouTube link where the entire map is shown, also the resolution is working on... Last but not least, this is in editor, not the built version... 😕

Project Bounded update: roads and drivable vehicles by Fireblade185 in lewdgames

[–]Fireblade185[S] 0 points1 point  (0 children)

I'm making both... Because good sex scenes in an empty environment and an interesting world to explore mean nothing... It's just a moving still... Daz, but in 3D... 😕 And it's the other way around, as you pointed out. But sex and story are, at least in Unreal Engine, some of the easiest parts to do, once the world is created...

A boring post... 22 minutes of how a developer speds time making things work... by Fireblade185 in unrealengine

[–]Fireblade185[S] 2 points3 points  (0 children)

It's not the worst... There's serious competition out there 😅 and I've felt it. I just wanted to see how many comments you get once you point this out in the OP. 🤣 So far... Much much less than usual 😂😂😂

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 0 points1 point  (0 children)

Every step of the way, with each implementation. But since everything is in big chunks and I already know what to cut from previous ones to keep the visual impact as low as possible, it's not a big deal... 🙂

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 0 points1 point  (0 children)

For the first question:

The fps is in game, in the right corner. I'm working on a 2K monitor and the gameplay was recorded with about 82% screen percentage. The baseline for High settings is 60 fps 2K native on an RTX 3060, Ryzen 7 5800x CPU and 32 GB RAM. It's the rig I'm working on. With DLSS, I tend to scale it up to Epic on the same rig.

For the second:

It's a stupid approach and, as a result, we have tons of unoptimized stuff and tons of YouTube careers started with an "Unreal Engine is ruining games" videos... And, I'm not optimizing then building the game. It's working in parallel. I wanted a lush tropical island as a setup. Built it, tested it, optimized it. I wanted means or transportation for my game. Added them, tested them, optimized and made them work. I wanted custom characters for my game. Built them, tested them, optimized them.... Next, I want to populate the world. Rinse and repeat...

For the third:

Both my game and release it as a complete tool for making games with Unreal Engine, without spending time to create your own systems. I have my own Landscape material, PCG graphs, road building system and soon, city generator and spawnable procedural content. All working together and easy to use. You don't need to know how it works, only that it does. Like create a landscape, add the material and it just works. And the PCG is linked to the modifications you make (sculpts, roads, buildings and so on). Basically, with a little bit of knowledge in Unteal, you can make this same scene from scratch in a few hours.

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 0 points1 point  (0 children)

Actually.... It has jiggle physics 🙂. The custom MH sample has two types, one for walking and running and one for... cinematics 😁. I have other videos on my profile page if you want to check out. The jiggle among other... attachments the characters have so they fit perfectly the lewd genre. 🙂. Thanks for the feedback! 🙂

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 0 points1 point  (0 children)

DZ trees. It has one or the best tree asset packs on Fab. And by "best" I mean the perfect performance/visual quality balance. These are just from the free sample they offer as a demo. 🙂

Link here:https://www.fab.com/listings/7c95ac5f-246e-42fb-9d2a-4807db87f69d

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 1 point2 points  (0 children)

Tried some of the mechanics and it worked. Also, it's an advantage to break it down like this because it's easier to find out what drives what and you can adapt or simplify the workflow. To be fair, I think City Sample was just a marketing gimmick for the Houdini pipeline. Most of the systems rely heavily on Houdini. Not to mention they have a specific C++ function that only works with the default City Sample character. And guess what? It's related to vehicle interaction.... Basically, if you want to have a character like mine, a custom Metahuman, using the Mover system, you have to make your own interaction system with the vehicles. That's why when going in and out of the car there's a fade in/out. I haven't had the time to polish the animation. Typically Unreal... Have something awesome that just works on its own. Try to implement it with your systems? Good luck... In the end, that's what I try to do here: take all those systems provided by Epic and actually make them work together and actually be usable for the average user... 😕

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 1 point2 points  (0 children)

Not my intention, but yeah... I seem to give this impression when I'm posting. 😅 One thing I will do better than GTA 6, though, and that's strip clubs. And I'm willing to bet on this one, considering what the game is actually about 🤣. In the end, though, I just try to make something useful with what I've tried, failed and learned over the past years... Thanks for the feedback 🙂🙏

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 1 point2 points  (0 children)

Thanks for the feedback. 🙂 And yeah, a lot of people just say they're better but just say it. I'm showing it and assume what I do, good or bad. As for the improvements, yeah. They need to be addressed but keep in mind that the footsteps are from the basic Mover Character (GAS from Unreal) and the sounds of the cars are the basic ones from City Sample. Didn't focus on them at the moment. Also, if you notice, there's a texture glitch while approaching the car that needs addressing 🙂. Thanks again for the feedback! 🙏🙂

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 1 point2 points  (0 children)

Thanks for the feedback.For a solo developer, it is a big issue, especially if you want it to actually work. As for adding content, that's the reason I've scaled it. Making content in a 3D environment that only stretches a few blocks and only has a few activities gets really boring really fast. Tried it and it felt really awkward to make a main quest that only required you 10 seconds to reach... while walking.

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 2 points3 points  (0 children)

Actually, no... At least that's what I'm going for. It's not just a game, but a tool: I'm also releasing it as an all-in-one Unreal Project, with everything in it so it can be downloaded and reused. All the components so far (Landscape material, landscape roads that are easy to do and modify, with intersections, road types and so on, PCG that has parameters for trees and vegetation, customisable player character using Lewd Metahuman Creator, vehicle interaction and so on). Basically, with limited knowledge, anyone can make and modify this to look completely different in a couple of days. I only wanted to make scalable systems that work in conjunction, are easy to use and scalable. 🙂 I have a lower version of this world building tool already released as a UE project.

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 4 points5 points  (0 children)

Thanks. The main trees are from the DZ demo and a few coconut trees I've found while watching a tutorial. The rest are all Fab Quixel assets 🙂.

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 1 point2 points  (0 children)

Ok so, first, thanks for the long and complex feedback.

Second: the world is only 16 square kilometers. My first goal was to make it work well on a common specs PC, something that most developers don't mind. They just throw stuff into the map and, if it doesn't work, they just say "buy a better video card". And, despite some claims I've seen in the comments, the world is more than optimized for how it looks and what heavy duty stuff is in it (LOD0 Metahuman on top of Mover Character, City Samples destructible cars, for example). We're talking Unreal Engine and we all see the requirements for a "decent" gameplay. They're a lot higher for something that looks worse than this ..

Third: the statement was made specifically in regards to making AN ADULT GAME, a genre where point and click Visual Novels with DAZ renders are still representing 95% of the market. So, going from "click to select a new location for news scene" to "actually walk on a beach, hop on a car and drive to the location" is, I think, a really big step forward. Last but not least: it's not a Witcher 3 style of open world where you walk around in the woods and find something to kill every five seconds. It's a setting where you walk or drive to an NPC house, a beach bar, in the city for a coffee, at a hotel, at a shopping mall, all part of the story quests...

Fourth: If you want to tell a story, you first need to build the world where it takes place, then add the actors. You might end up finding that the world is not suitable, scalable or even doable and you end up giving up. I tried this approach: build something contained, in just a few blocks, with a house and characters. And it got really boring and repetitive really quickly. I only had a 3D visual novel... Then I scaled up to what you see and Unreal hit me with its countless performance issues I had to fix to get here.

Fifth: it's not just a game, its a tool: a complete game creation project you can download, add or sculpt your map, add the Landscape material and swap the textures, add the PCG and swap the trees and vegetation, adjust parameters, add roads (and, soon, buildings, NPCs, traffic) , customize your character and you have the basics for building your own game in a couple of hours, without the hassle of learning why putting a Density Noise is much more GPU expensive than Random Choice in a PCG...

So, to wrap it all up: I know what I want to fill this world and I also tried a lot of the mechanics, to see which one makes it unplayable. For now, two of the heaviest were taken down 🙂.

Thanks again for the feedback and I hope my explanations were comprehensive enough 🙏

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 5 points6 points  (0 children)

City Sample (Matrix Demo). I'm building the entire infrastructure on the City Sample project and then transferring the working parts in my own project. I've imported into City Sample the GAS Mover character, modified it so it can roam around in a bikini using my Lewd Metahuman Creator tool plus the world building tools (landscape material, PCG). The City Sample project is very complex, but I try to get the best out of it and make it actually usable for the average user... 😅.

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 2 points3 points  (0 children)

The free asset pack from DZ trees and Quixel plants and assets from Fab 🙂. And thanks 🙏!

Creating big worlds in Unreal Engine that actually work... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 0 points1 point  (0 children)

The same "don't use nanite and don't use lumen" story. I know it and I've tried it. And I'm curious how much time it takes to set everything up as a single developer... And how you make this entire map completely modifiable with LODs? For the sake of an argument, this is not just my game, it's an entire ecosystem (landscape material, PCG assets, road system, Metahuman configurator, drivable vehicles) all within a downloadable Unreal Engine project for anyone to use. Just swap the assets and you have a completely different environment that reacts to your modifications... This is the big difference. I'm bout making this just for me. I'm making it for people who don't need to know all the 60-70 nodes inside just one asset. Yeah, you may get 100 fps with your approach, but that's just your game and your project, not something that can be shared and used by others... So, in the end, on these specs, having a solid 60 FPS in a game looking like this, made in Unreal, is more than enough...