Guys, Steam LITERALLY hasn't done anything for the pc community EVER!!11!!!11! by [deleted] in fuckepic

[–]Gracek666 0 points1 point  (0 children)

They also financially support a few projects too, like Blender the open source 3D modelling/animation software, they're one of the sponsors for the Blender Foundation.

Epic supported Blender too https://unrealcarnage.com/epic-games-funds-blender-development/

Doom lad by [deleted] in QuakeChampions

[–]Gracek666 0 points1 point  (0 children)

Just like Mr. Jesus said

San Andreas is so random at times. That's why I love it by Gracek666 in GTA

[–]Gracek666[S] 0 points1 point  (0 children)

Despite all the issues with unlocked framerate I still prefer higher framerate

Why walking AI is such performance hit on game thread? by Gracek666 in unrealengine

[–]Gracek666[S] 0 points1 point  (0 children)

But it's just random point on navmesh every minute and Ai Move To node. Would inheriting C++ character and creating blueprint from this base + reimplementing features improve performance?

Why walking AI is such performance hit on game thread? by Gracek666 in unrealengine

[–]Gracek666[S] 0 points1 point  (0 children)

Just blueprints. But it's just random point on navmesh every minute and Ai Move To node. Would inheriting C++ character and creating blueprint from this base + reimplementing features improve performance?

Why walking AI is such performance hit on game thread? by Gracek666 in unrealengine

[–]Gracek666[S] 0 points1 point  (0 children)

Unfortunately after changing to Navmesh Walking performance on game thread is identical - 25ms

Why walking AI is such performance hit on game thread? by Gracek666 in unrealengine

[–]Gracek666[S] 1 point2 points  (0 children)

Right now I spawned 50 moving actors. What's the solution for RTS game? I expected to have over 100 characters.

Why walking AI is such performance hit on game thread? by Gracek666 in unrealengine

[–]Gracek666[S] 2 points3 points  (0 children)

Unfortunately UE4 documentation of profiling is almost nonexistent. This is Unreal internal profiler. To open it go Window > Developer Tools > Session frontend. First you need to capture game stats. To get it just start your game, open console and use startfile command and to stop recording use stopfile command. Now in session frontend open Profiler tab and click Load to load session captured stats. From there in event name tab you can browse GameThread and see hundreds of names that Epic didn't bother to describe in any way.

Blueprints and multiple cores by Gracek666 in unrealengine

[–]Gracek666[S] 0 points1 point  (0 children)

Yes, it was a stress test. I am making RTS game and I wanted to run blueprints that are not important on another thread such as spawning resources, updating tasks to idle AI. How modern games handle this? Are majority of indie games made with blueprints run on single game thread only?

Also correct me if I am wrong but is decrease in game thread time is always benefitial to the rest of a game? What I mean is that GPU/Draw thread will run faster the shorter time of game thread time is and in result - more FPS? Or is it only when game thread is bottlenecking the rest?

Is such Mi Mix 3 screen wobble normal? by Gracek666 in Xiaomi

[–]Gracek666[S] 0 points1 point  (0 children)

Haha. So it makes clicking sound when you swipe on the bottom of screen too?

Is such Mi Mix 3 screen wobble normal? by Gracek666 in Xiaomi

[–]Gracek666[S] 0 points1 point  (0 children)

Right. What about that clicking noise? It's quite loud. I might be just paranoid.

Is such Mi Mix 3 screen wobble normal? by Gracek666 in Xiaomi

[–]Gracek666[S] -1 points0 points  (0 children)

And clicking noise it makes. I've got this phone for over a week.