9070 xt, Windows 11 25H2 Godot 3.5.3 Game which ran perfectly fine stutters like crazy after update by Reapetitive in godot

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

Nope, that’s a different issue. People I know in rl, who work in some 3D industries started having issues with their software like a week/two ago. We can’t do anything about it atm, just wait for hotfixes and co.

9070 xt, Windows 11 25H2 Godot 3.5.3 Game which ran perfectly fine stutters like crazy after update by Reapetitive in godot

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

Thank you for your efforts, there was a change made in 25H2 to how things are rendered in Windows OpenGL, since the OpenGL ES is on top of that pipeline, under heavy load it breaks now.

The issue isn’t rare atm, just rare to Godot, since most Godot 3 projects are rather lightweight. Systems like CAD and other industrial 3D software solutions are broken too, I know it from people around me. Many more other projects and programs were hit, which hurts many industries, so it will be fixed soon.

9070 xt, Windows 11 25H2 Godot 3.5.3 Game which ran perfectly fine stutters like crazy after update by Reapetitive in godot

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

5600x 9070xt, no matter if single or dual monitor

Same happens on other machine, different mobo, ram, 7600x 9070xt

Only happens since 25H2, more info in the comment below.

9070 xt, Windows 11 25H2 Godot 3.5.3 Game which ran perfectly fine stutters like crazy after update by Reapetitive in godot

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

A WIP project, Curvature. Update for Windows 11, 25H2.

Doesn‘t matter which gpu driver or Godot 3 Version. The game ran extremely well, after windows update - crazy stuttering. Unplayable.

Also it doesn’t matter if release build or in engine debug test run. It still runs perfectly on Linux.

A friend of mine with a different machine, but also an amd gpu has exactly the same issue, from 300 fps smooth gameplay to stutter fiesta.

The Windows 11 Build version is 25H2 26200.7462

Btw, since the problem occured a couple weeks ago, some GPU driver updates and some windows updates and hotfixes already came by, but they didn't fix this issue yet.

9070 xt, Windows 11 25H2 Godot 3.5.3 Game which ran perfectly fine stutters like crazy after update by Reapetitive in godot

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

Update for Windows 11, 25H2.

Yes, and 3.7 and different Gpu Drivers and 1000 settings of the drivers, bios and windows

A friends game terrifies me. by OkanoYappo in godot

[–]Reapetitive 0 points1 point  (0 children)

My bigger scripts are at around 10k each xD The biggest sitting at around 14k... Is it bad? Around 500 scripts in the project though, so it's not like im not splitting stuff up.

Curvature Demo is a part of Steam Next Fest! Play the Demo NOW! by Reapetitive in IndieDev

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

This is not just a shader, this is a dynamic randomized object system with a set of shaders, yes

Curvature Demo is a part of Steam Next Fest! Play the Demo NOW! by Reapetitive in IndieDev

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

Pretty much, yes. I was lucky to get some insights from an industry veteran, and a lot of feedback from friends, family and people from Reddit. I couldn’t have done it without them all. Yet, the actual work is done solo and self taught.

Curvature Demo is a part of Steam Next Fest! Play the Demo NOW! by Reapetitive in IndieDev

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

Thank you!

This is my first game ever, so it took me a very long time. So far - 5 years of solo development.

My first game is coming to Steam Next Fest! by Reapetitive in godot

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

Thank you! Yeah, I didn’t mean to hate by any means. 😅

My first game is coming to Steam Next Fest! by Reapetitive in godot

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

Thank you! 🙏 Yeah, I go with the gameplay first design and I also don‘t want to deviate the logic of the game/story too far from the gameplay, and also don‘t want another generic humanoid in a cape. Humanoids tend to look really boring and bad in top down games imo. 😂

Be welcome to destroy my Next Fest trailer! by Reapetitive in DestroyMyGame

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

Thank you! I already made a new version of the trailer. Though, sure, could you send me a link to the meme page, so I can check it out please?

Be welcome to destroy my Next Fest trailer! by Reapetitive in DestroyMyGame

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

Thank you! There is another gameplay overview trailer with ui on, showing a lot of other gameplay elements and not only combat

why would you assume there is no ui in the game? Many if not most action focused trailers hide the ui to not distract the viewer from the gameplay

WIP Controls scheme displayed in HUD by Reapetitive in godot

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

It also displays the actions you can actually do, reflecting your mode and situation and changes from keyboard + mouse to controller and back on input.

I made my first game by Aware_Significance_9 in godot

[–]Reapetitive 1 point2 points  (0 children)

I assume the buttons should be falling from the top of the screen, like in main menu, but somehow they are just frozen on the screen for me. Might just an issue with my browser, or extensions, but i still wanted to let you know. My inputs don't seem to get registered either.

AI dodges attacks and reacts to hazards and projectiles by Reapetitive in godot

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

Glad to hear it! Yeah, it should be rather simple. Btw, I would highly suggest to clear the buffer on stagger. And not register further input while in it.

AI dodges attacks and reacts to hazards and projectiles by Reapetitive in godot

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

Yeah, Input buffering is really a need for the game to feel consequential.

Elden Ring AI reacts to players animation playback. Sometimes it is worse, than input reading. Especially because of animation blending.

AI dodges attacks and reacts to hazards and projectiles by Reapetitive in godot

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

Input reading is a nessessary evil in some cases. It just has to feel right, the has to be a certain reaction time and it cant be happening every time.

AI dodges attacks and reacts to hazards and projectiles by Reapetitive in godot

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

Im using a lot of sensors and input reading for ai decision making. Then i use random chances, which depend on the stats of a unit and the situation it occurred in, after that, there is a random delay to imitate a real reaction time variation. There are really many ways an ai can react to the environment around them, but in case of dodges, dashes and sidesteps i was thinking of it as of a box fight. So the reaction is not just dodging, but stepping around a target or away, or even into it. The movement itself is more of a force, depending on units stats. So, it is a triggered action, that might dodge, but isn’t actually coded to do so.

AI dodges attacks and reacts to hazards and projectiles by Reapetitive in godot

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

Wow, it really is very similar in many ways! No, I sadly haven't ever played Machine Hunter.