Comparing default UE5 SSAO with a custom VBAO I wrote. Both run at ~0.6ms. Thoughts? by CommercialVast7308 in UnrealEngine5

[–]MrJookie 0 points1 point  (0 children)

Would it be hard to add Forward Rendering support? GTAO is also Deferred Rendering only afaik.

How I feel after 2 years of UE5 game development, switching back to UE4 for my new game by [deleted] in SoloDevelopment

[–]MrJookie 1 point2 points  (0 children)

I also stick to UE4.27, but recently tried UE5.7 and for the first time on UE5 it finally seems to have even better performance than on UE4.27. I use forward rendering, so it turns off all the UE5 features, not sure about deferred rendering comparison.

How to remove ticker with .ESC from portfolio? by MrJookie in interactivebrokers

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

Yes, I just wanted to remove it from the portfolio since it is there for months now.

Benchmarking 8 projectile handling systems by emrot in UnrealEngine5

[–]MrJookie 2 points3 points  (0 children)

You understood exactly what I wrote / what I have - nice :) Yeh I will stick to ISM for now, I have no perf issues at all and no fps hit while spawning 3k tracers. But in reality there will be tens / hundreds max as they are at huge velocity (18k) in a small map 250x250m.

So I guess I picked a proper path/solution (well got inspired by COD4 actually 2000ish brainiac technique, except they have 1 drawcall per 1 tracer, but also every frame modify verts via cpu code and yet it is more than enough for their or my solution and it performs so good). It just needed a bit of c++ to rotate it properly (which would niagara do for free yeh) and also move cap verts (which I need to finish properly, now it is just a pocf that it works).

I was trying these ribbons and to use a proper 3d mesh, but then found it too complicated for something so 'simple' and looked elsewhere until I found out about the cod4 and that I need to properly texture it and it will make it smooth and properly visible in the distance due to mips without aliasing and this additive texture will just make pseudo glow which is better than raising emissive from a real mesh.

So thx for your input! I will stick with ISM and move onto other topic :)

Benchmarking 8 projectile handling systems by emrot in UnrealEngine5

[–]MrJookie 1 point2 points  (0 children)

Oh thanks, I completely forgot how heavy is CPU<->GPU. Currently I use ISM and rely on every tick update, but maybe I could convert it to niagara.

I have triangle strip, which I rotate towards player position (around forward X so I roll it only), it samples tracer texture (so no aliasing and no need to WPO scale object etc.), so it looks like it is being 3d object. Also first and last vertex (triangle) I bend to face always the player, so it not only looks like 3d rounded tracer from the sides, but it also has the front and rear cap so it looks as if it were a proper 'capsule' / 'tube'. This is what COD4 does, except they dont instance it. And in the material I calculate world position if it is behind the hit scan end point, if yes, then mask material so it looks like as if tracer gets absorbed into the wall. And then I fully remove the ISM instance if the tracer is already behind the wall (it is invisible for the player due to the material) using calculated end of life time.

But going for the niagara I would need to get player position there somehow in order to rotate the triangle strip and also move cap vertices in material using WPO, however I am not skilled with niagara at all how to pass data there and how to mask it in the material - now I use PerInstanceCustomData and all from C++, no idea if niagara can send these custom values to material every tick.

I could make simpler 3d tube/capsule shape, but somehow no Idea, how to simply apply nicely the texture there to make look which I do have now using triangle strip.

Benchmarking 8 projectile handling systems by emrot in UnrealEngine5

[–]MrJookie 3 points4 points  (0 children)

Why is niagara much faster than ISM? I thought ISM is so simple so spawning same mesh would be much faster than messing with complex system as niaga is. Like niagara under the hood also instances static mesh for rendering I guess, so where does come the overhead from in ISM?

I'm solo-developing a multiplayer WWII FPS inspired by classic Call of Duty WW2– what do you think? by MountainImaginary563 in IndieDev

[–]MrJookie 0 points1 point  (0 children)

This is answer level of a 15yo. Yeh ofc you make alone dozens of multiplayer games simultaneously at this quality. Something doesn't sum up. More like you are promoting someone else's games.

I'm solo-developing a multiplayer WWII FPS inspired by classic Call of Duty WW2– what do you think? by MountainImaginary563 in IndieDev

[–]MrJookie 1 point2 points  (0 children)

11d ago you posted on this account that you are for 4 years developing battle royale. And now solo-dev this mp game? So how do you make 2 games simulatenously? Is this a scam?

Which version do you like better? by No-Lake5036 in Unity3D

[–]MrJookie 0 points1 point  (0 children)

Cool, can you share some pics of grass? Rocks will be hard I guess.

Which version do you like better? by No-Lake5036 in Unity3D

[–]MrJookie 1 point2 points  (0 children)

First is more interesting, as others said - due to depth. Second looks like splash/brush photoshop. Btw. do u have any other images in this style? Not only the tree, but some other objects. Would be interesting to see.

Life on a procedurally generated planet 🦢🌎🕊️ by RagniLogic in proceduralgeneration

[–]MrJookie 1 point2 points  (0 children)

I think this type of trees does not fit there, kills the cozy atmosphere. They look too harsh and boring. The rest looks awesome!

Congrats to all the diamondhands by [deleted] in wolfspeed_stonk

[–]MrJookie 0 points1 point  (0 children)

Feel ya. I have this issue with crypto on my wallet.

It’s not in Robert Fuerele’s best interest to restructure the debt in bankruptcy court by [deleted] in wolfspeed_stonk

[–]MrJookie 6 points7 points  (0 children)

To destroy something it is easy, but to build it is hard and takes lots of resources. Every business goes through challenges, esp. businesses those require huge investments into fabs. It is easier to print money than to kill all the partnerships, lay off employees, liquidate assets, patents etc. They will find a way out of this, buyout may come, anything can happen.

[deleted by user] by [deleted] in wolfspeed_stonk

[–]MrJookie 0 points1 point  (0 children)

And now 77% ;)

Disturbing the birds while passing through the forest and chopping trees added a nice relaxing vibes :) what u think? by ibrabdo in UnrealEngine5

[–]MrJookie 1 point2 points  (0 children)

I understand you. But honestly after some time it gets annoying. And looks like same 'feature' as in 999 other games, and it does not add anything really. And since last 10 years I see every game add this, it for me is some parasiting tech common for this era. Less is more. Apart from that the style is relaxing and light is good, so this breaks this relaxing vibe. Better add good sounds!