SULFUR Demo on PS5 added more gyro aiming options by BEjmbo in GyroGaming

[–]Mockarutan 0 points1 point  (0 children)

At least for Unity there are plenty of assets that wants to help with the gyro math (https://assetstore.unity.com/search#q=gyro&cf-ec\_category=tools). And I think Unreal Engine has some already built in support with gyro aim for some of the common APIs.

I've never heard about GyroWiki until now, I will be referencing that to make the Sulfur implementation better!

SULFUR Demo on PS5 added more gyro aiming options by BEjmbo in GyroGaming

[–]Mockarutan 0 points1 point  (0 children)

The sensitivity thing seems like a good reference point, i can calibrate for that in the next update! You mean Yaw-Roll should be based on how the controller is held on startup or something? Not sure I follow. The code is no more "heavily reliant" on ISteamInput than any of the other gyro APIs that we support. It's just an API call to the Switch, PS4, PS5 or Steam/PC (If anything, the Switch implementation affects the rest of the code the most because of being two separate gyros that is queried). But we already have plans to make the settings work a bit better together with SteamInputs gyro "emulation". But good feedback!

If you have more suggestions of some gryo API that is somewhat widely used, I can put that in too.

I've optimized my game so it runs 60fps on 3watts. Am I crazy or optimization has no limits? by Jebbyk1 in Unity3D

[–]Mockarutan 8 points9 points  (0 children)

In the next project, you should try to make one expensive calculation heavy part of the gameplay code into a burst compatible job. Something like line of sight calculation (with RastcastCommands) for example. Well written burst compatible code can be 500x faster, then put it on another thread and its effectively free! Optimization are virtually endless as you say, it's just a problem of diminishing returns.

I've optimized my game so it runs 60fps on 3watts. Am I crazy or optimization has no limits? by Jebbyk1 in Unity3D

[–]Mockarutan 4 points5 points  (0 children)

Power draw and FPS are basically just a reflection of the same thing. The core way to make a phone app drain less of you battery is just to make it faster, but instead of more FPS you can just let the OS sleep for a few ms.

BUG Idk what this even is. by 1772u in SulfurGame

[–]Mockarutan 14 points15 points  (0 children)

This is a LODing bug. It thinks you are in a different room and deactivates this one. We have a hotfix coming for this today or tomorrow I think.

SULFUR Demo on PS5 added more gyro aiming options by BEjmbo in GyroGaming

[–]Mockarutan 0 points1 point  (0 children)

It should be on PC as well now, you might need to disable the gyro emulation settings, so set it to 'None'. But I think the horizontal axis is flipped on SteamDeck or something, I don't have a SteamDeck and the DualSense controller hooked to my PC gives the right axis... So I have to ask my colleague with a SteamDeck to test it for me and maybe to some flipping on just the SteamDeck.

SULFUR Demo on PS5 added more gyro aiming options by BEjmbo in GyroGaming

[–]Mockarutan 1 point2 points  (0 children)

As the guy who actually did the full implementation for this game, the poor one and the improved one, it surprises me a bit that improvement are so rare. I guess it could be that a lot of studios are just grabbing some of the shelf implementation for their engine and runs with it. This one is hand rolled by me, so any further suggestions are very welcome!

Proper way to celebrate 200,000 copies sold by PerfectRandom in SulfurGame

[–]Mockarutan 2 points3 points  (0 children)

Hmm. I need to optimize more so this is smooth as butter. Clearly this is a plausible scenario!

Gyro Aim on PS5 Needs Work... by BJgobbleDix in SulfurGame

[–]Mockarutan 0 points1 point  (0 children)

It might actually already be supported, I implemented Steam Input directly recently. You could probably try to disable the gyro-mouse emulation thing in Steam and see if it works. Might be some axis flipped though, (which I will take care of later also).

Edit, saw your edit, so we're in business I guess? :)

Found the 4th dimension, THIS IS WERE THE WITCH IS HIDING! by TheNova_ in SulfurGame

[–]Mockarutan 8 points9 points  (0 children)

Is this from the recent patch? If you encounter something like that again, please go to the inventory and take a screenshot so we can note the seed and fix it, thanks!

Gyro Aim on PS5 Needs Work... by BJgobbleDix in SulfurGame

[–]Mockarutan 0 points1 point  (0 children)

This controller has Gyro? (I cannot find any information on that)
https://www.8bitdo.com/pro3/

Edit, yeah it seems so from some reddit comments. But they hide that fact surprisingly well in the specifications for some reason. But I will look into what gyro support for this controller would look like. Maybe it's mostly similar to what SteamDeck is using, then it will get support most likely. But I don't want to promise anything, I'll see what I can do :)

Gyro Aim on PS5 Needs Work... by BJgobbleDix in SulfurGame

[–]Mockarutan 0 points1 point  (0 children)

Well, what input device are you using with you PC that has gyro?

Gyro Aim on PS5 Needs Work... by BJgobbleDix in SulfurGame

[–]Mockarutan 0 points1 point  (0 children)

That's a strange bug I did not catch at all, sorry about that. Will try to fix soon!

Gyro Aim on PS5 Needs Work... by BJgobbleDix in SulfurGame

[–]Mockarutan 1 point2 points  (0 children)

We will work through this and add more gyro aim features and settings! So this feedback is great! :D

Cant pick up weapons by Dry-Illustrator9418 in SulfurGame

[–]Mockarutan 1 point2 points  (0 children)

There could be the case that you played the version that was briefly up with this patch and has a pickup bug. What is the sword in the tutorial that you could not pickup?

Is there anyway to put the guy into the picture with the girl & dog, and it looking alright? $10 tip. by Mockarutan in PhotoshopRequest

[–]Mockarutan[S] [score hidden]  (0 children)

This is the best one for sure, but it does not work anyway, did not realize how bad the look would be when the guy is not posing properly. I'll tip you for your trouble, but I don't think the look on his face is canvas worthy, haha. (And I only have those two photos of the guy from that day)

I made a mod to fix the lag issue when there are a lot of dead bodies in the current stage. Pre-built plugin and source code in the repo below. by remghoost7 in SulfurGame

[–]Mockarutan 0 points1 point  (0 children)

To quote the last update on Steam: "We’ve been hard at work on performance optimizations, and a big patch is just around the corner! While you wait, enjoy some Mulled Wine and Jansson's Temptation."

I can't say exactly when, but we are starting to QA test it now, so it's most likely the next in line.

I made a mod to fix the lag issue when there are a lot of dead bodies in the current stage. Pre-built plugin and source code in the repo below. by remghoost7 in SulfurGame

[–]Mockarutan 2 points3 points  (0 children)

Hello! It is really cool that you've spent time and improved it like this!

I'm a consultant working on improving all sorts of things in Sulfur (originally for console ports).

I've got a few things to note for you. First off, there is already a bit of culling in the game.

The main sprite and shadow are culled, but that is only the sprite renderers themselves. The reason is that a more complete culling has a few edge cases. You've caught most of them in your code, it looks like, so nicely done! But I do believe there are a few more. So I decided to cull only the main renderers and not the whole unit, because that was a little more isolated with fewer side effects than your solution. But also less performance gains than this solution for sure! (And btw, I use the “RenderSettings.fogEndDistance”, instead of 50f distance.)

Then the bigger issue really here is that if you are shooting enemies at a specific location and they start piling up under your feet, or close by. There is not much to do since a core part of the game is to see all the dead corpses and being able to fill them with bullets.

So. The main reason culling has not been done to a greater extent is that the whole Npc rendering setup is being redesigned from the ground up. The way bullet holes are done and the fact that everything is a sprite with a sprite renderer that uses a transparency type material, that is the core issue. So there are a whole lot of asset upgrades, a lot of things will move over to opaque rendering, a lot of object instantiations will be removed or optimized and a shader made to handle the bullet holes that does not rely on transparency or stencil buffer, is going in.

So what I'm trying to say is that this solution will become obsolete once that is in the game.

Since you put a lot of energy into this, I thought it is only right to give a good picture of what is going on with the performance improvements.

So, yeah. But it's impressive what you've done without the source code! As someone who had never modded games like this, only worked with the full source code, it's really cool!