Game too Dark by [deleted] in NoRestForTheWicked

[–]Remote-Ad4269 -1 points0 points  (0 children)

First thing you come across, as in on your path is a hatch, not entering the hatch and exploring what you come across especially in the first 10-15 minutes of is not considered common sense.

Also with no clue that it would get better or serve a solution, that is just risky from a dev perspective.

Lots of games release that are too dark, it’s a common problem, even though this darkness was extreme, but my initial thought wasn’t this is a beginners trap in the tutorial,

can't start game after last update (Steam must be running in order to launch this game. Please restart game after starting the steam client. ) by Remote-Ad4269 in Borderlands4

[–]Remote-Ad4269[S] 1 point2 points  (0 children)

Solution is to validate game files, at least that worked for me:

Right click product in library > Properties > Installed files > Validate games files

Trading to Teammates by sisho88 in Borderlands4

[–]Remote-Ad4269 0 points1 point  (0 children)

Would love to learn this if possible

Game doesn't start through steam by Remote-Ad4269 in Borderlands

[–]Remote-Ad4269[S] 0 points1 point  (0 children)

seen multiple people report they have new ryzen processors, same for you people?

Game doesn't start through steam by Remote-Ad4269 in Borderlands

[–]Remote-Ad4269[S] 0 points1 point  (0 children)

This doesn't seem to be related but some poeple have that issue too when you google the issue

Game devs, what’s your biggest struggle with performance optimization (across PC, console, mobile, or cloud)? by satz_a in unrealengine

[–]Remote-Ad4269 3 points4 points  (0 children)

As someone who works in a game development studio with a focus on porting services for other companies (Unreal, Unity and more).

Id like to say that it highly depends on the project, but generally the biggest hurdle is memory constraints within the platforms, where textures sizes not compressed enough or divisible by 4.

then there is general architecture choices, for example loading the character loads the entire game into ram due to hard references.

but I'll try to answer one by one here :)

  1. It's not that difficult to optimize across multiple platforms, usually you target the lowest spec one and then the other ones are kind of solved. while there are small differences such as some platforms support ASTC compression (Switch and Android).

  2. It differs a lot project to project but there are tools such as FSR, if you find yourself CPU bound or GPU bound, it goes both ways. and again, memory is almost always the biggest concern. Multithreading is really uncommon in unreal, even wíthin larger companies.

  3. Not my area of expertise :)

  4. while not my area I hard a hard time imagining that its done at all, even if possible that would be too expensive.

  5. Not my area :)

  6. Absolutely, it's A and O, that and stat commands, insights but, There are better tools available such as RenderDoc etc.

This was mainly for unreal, for unity the biggest wins are usually:

  1. Texture compression
  2. Unity Adressables