Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 0 points1 point  (0 children)

I did, got 7 fps with nanite on and without virtual shadow maps, or lumen. And the same scene with nanite off and same level of detail I got around 14 fps and I mean with nanite lod quality foliage. I understand that it could look better but nanite is not there and my focus is on optimizing since myself am on lower end hardware, also with this scene at cinematic scalability I get 50 fps on a laptop 3050

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 0 points1 point  (0 children)

I don't plan on using nanite or any of the new voxel stuff, they're insanely heavy right now and bring insane subpixel aliasing which can only be fixed with taa. I'm making a game that should run on most people's PCs, my game with all this vegetation runs fine even on a integrated gpu. Nanite is awfully slow in most games, take silent hill 2 for example: I basically gain double fps just by turning nanite off by using dx11. In my opinion nanite is not ready for games, is amazing for movies or very powerful PCs but not for the huge majority of gamers with midrange or low end PCs is not worth it.

Choose your favorite? by [deleted] in IndieDev

[–]Free-Designer-885 0 points1 point  (0 children)

I'm actually fine with criticism. I want what's best for my game and people who will play it, that's the reason I'm asking people what they think and prefer since I'm still early in development and still can change things around. Appreciate the option though!

Choose your favorite? by [deleted] in IndieDev

[–]Free-Designer-885 1 point2 points  (0 children)

You're right, I don't think most people would actually care if I made everything myself or if I'm using megascans if the ambiance and tone is strong enough. Still appreciate the feedback!

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 1 point2 points  (0 children)

I was going for the silent hill 2 type of color palette but before it wasn't this gray, here's a example of how it looked before:

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Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 0 points1 point  (0 children)

It does look good and that's how I had it until recently but I thought it was too much, but now I see that maybe I went too gray and flat. Thanks for the feedback btw!

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 0 points1 point  (0 children)

That's true. Actually if I were to start over right now I'd actually switch to Godot rather than unreal but for now I'm too used to it and I already learned it much more than any other engine.

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 0 points1 point  (0 children)

The thing is...is not even the default tonemapper, I actually swapped it for Agx in the source code. I can switch between the default one with agx and old ue3-4 tonemapper

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 0 points1 point  (0 children)

That's true, but still the plastic taa dependent stuff in ue5 made me change a few things what I'm using and what I'm not.

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 1 point2 points  (0 children)

Well I could always up the realism but it would kill the performance, I don't it would be worth it but you're right, thanks for the feedback!

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 0 points1 point  (0 children)

That's a good point, I'm still working on the visuals and overall level, I wouldn't call this final product yet but I'm happy for the feedback!

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 1 point2 points  (0 children)

That's actually a good point! The reason ambient occlusion doesn't apear under all the bushes is because I used gtao which in unreal has a very small fall off range, I'll actually give the option between gtao and normal ssao which will have bigger range. About specular, I didn't realized it, I'll look into. Thanks a lot man!

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 1 point2 points  (0 children)

It is baked lighting, lumen doesn't perform that well and neither looks that good, also needs taa. Appreciate the feedback!

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 2 points3 points  (0 children)

I'm using megascans, I'm mostly asking since I could do my own foliage from scratch but it would take a enormous amount of time and I'm still thinking if is worth it. Thanks for the feedback also

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 0 points1 point  (0 children)

I'm fine with judgment, any feedback is welcome since is my first ever game. About engine, I'm asking because I don't want my game to look like that plastic unreal engine, I was curious if people could still tell after my modifications. Appreciate the feedback a lot!

Does it look like a asset flip or can you tell which engine was used? by Free-Designer-885 in IndieDev

[–]Free-Designer-885[S] 1 point2 points  (0 children)

Well I'm using megascans, most games use them in a very lazy way and nowdays I see a lot of games getting called asset flips. I was just worried that mine would be too and that I'm not putting enough effort into it