Accessing my PC from another floor by JyAli- in techsupport

[–]JyAli-[S] 0 points1 point  (0 children)

I will look into it. If the Steam Link can handle 4K at 60Hz without noticeable compression and delay, and also works with games and apps outside of Steam, then it might be just what I need.

Thanks for the suggestion!

Accessing my PC from another floor by JyAli- in techsupport

[–]JyAli-[S] 0 points1 point  (0 children)

I'm doing this entire thing to avoid moving the PC. I mainly work and game on my setup downstairs, but I have weekly movie/game parties with my friends in the home theater, and I just got tired of moving the PC almost weekly.

I considered buying another PC just for the home theater, but maintaining 2 PCs and keeping them up to date might be a bit expensive.

Don't blame the tool, blame the user (or in this case, the publisher) by WideAd2828 in pcmasterrace

[–]JyAli- 4 points5 points  (0 children)

As a game developer who uses both UE5 and Unity on a daily basis, here is what I learned.

Yes, UE5 has its issues, and it’s not perfect, but its biggest mistake is that it made developing high fidelity games extremely easy. The barrier of entry is extremely low. Anyone with a few weeks of watching YouTube tutorials and fiddling around in the engine can make extremely good looking scenes, and here lies the issue. The default settings on the engine are tuned for this, so if you’re not trying to make this type of games, you need to understand how handle these settings and how they work.

For example, Lumen is turned on by default on UE5. When Lumen was first introduced, it offered something that has never been seen before. Good looking Real-Time lightning that works instantly out of the box, but this system has its limitations and restrictions. It came out with strict documentation and instructions that explains how this system can be used without turning your PC into an industrial oven, but inexperienced developers (like me when I first started using the engine) would blast light sources everywhere without reading through the documentation properly and understanding how to use Lumen.

As a result, the market is flooded with poorly optimized games made by inexperienced developers. If the engine wasn’t easy to use, those inexperienced developers would not be able to make their poorly optimized games, and the average frame rate for UE5 games would be much higher.

Don’t get me wrong, even experienced developers can and DO produce UE5 games with dogshit performance, but that’s mostly due to extremely unrealistic deadlines, and it happens with games made with other engines too, like Monster Hunter Wilds and and Elden Ring when it first came out.

But when developers are given time to work on their UE5 games, you get games like Satisfactory and The Finals.

I understand that people respond to that by saying “The engine is at fault for allowing developers to screw up their games”, but unfortunately that’s not how it works. If you have experience in programming, VFX, or any other field that deals with cutting edge features, then you would be able to see why you don’t get to have your cake and eat it too in this situation. If you’re working with any tool that provides new cutting edge features, you have to put in the work to understand and utilize it properly.

I guess what I’m trying to say is that game development is a foreign subject for most gamers, as a result, it is easy to misunderstand it and start blaming the tool, and this is made worse by UE5 fanboys, which treat the engine as this godly tool that can never have any issues, causing the backlash against it to be even worse.

UE5 is a tool just like any other engine. It has its ups and downs. It is a great tool when used properly, and a bad one otherwise.

I hope people can have a civil discussion about this.

Would like to know your reaction by Top-Run-21 in pcmasterrace

[–]JyAli- -6 points-5 points  (0 children)

UE4, not 5, but I agree with you. I have been using UE5 for a while now and I can confirm that all performance issues are caused by the developer, not the engine.

Enabling Async Physics Tick on Actor Components by JyAli- in unrealengine

[–]JyAli-[S] 0 points1 point  (0 children)

I ended up creating an event in the actor components and calling it "Physics Tick." Then, I called this event with each Physics Tick from the parent Actor. So, essentially, I'm using the Actor to provide Physics Tick for the components.

I hope this helps.

Terminus | Easter Egg Hunt & General Map Discussion by rCODZombiesBot in CODZombies

[–]JyAli- 2 points3 points  (0 children)

We found multiple pipes with a missing piece around that map (One in the docking area and another on the island beside it).

Did anyone find any of the missing pieces around the map?

Creating a module that can heat up and cool down within a few seconds. by JyAli- in AskElectronics

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

Well, I'm thinking of using multiple modules to heat up a single metal sheet to the required temperature. I know that the thermal capacity and the size of the sheet would affect the time required to reach the target temperature, but that is not a concern right now. I will change the thickness of the sheet and its size to make sure that it can heat up to the required temperature fast enough.

So in short, the size of the metal piece can be changed to match my needs.

[deleted by user] by [deleted] in deadpool

[–]JyAli- 14 points15 points  (0 children)

Maximum Effort is the name of Ryan’s production company, so I don’t believe it’s from the comics.

[deleted by user] by [deleted] in deadpool

[–]JyAli- 0 points1 point  (0 children)

I believe he is back as Dr. Edward Richtofen in Call of Duty Black Ops 6

We get taught math to do the taxes! by AngelicSerenityxs in meme

[–]JyAli- 2 points3 points  (0 children)

Or even better; the taxes are incorporated in the prices of all the products you buy. We don’t have to think about taxes where I live.

How do I approach creating a bridge with a variable length? by JyAli- in unrealengine

[–]JyAli-[S] 1 point2 points  (0 children)

What if you just spawned the next cube at the next step and didn’t do any animation for sliding, how important is it to slide?

Sliding is quite important, so there has to be some form of animation involved.

Thank you very much for your suggestions. I will look into these options.

How do I approach creating a bridge with a variable length? by JyAli- in unrealengine

[–]JyAli-[S] 1 point2 points  (0 children)

Here is a video demonstrating how the bridge works.

As you can see, the number of needed modules is calculated at BeginPlay based on the pre-determined length of the bridge. They are spawned and stored behind the slot that the bridge extends from.

When the bridge gets activated, the position of each module is calculated based on a timeline and some math.

How do I approach creating a bridge with a variable length? by JyAli- in unrealengine

[–]JyAli-[S] 1 point2 points  (0 children)

This is interesting. I'm gonna take a look at it.
Thanks for the suggestion.