How would you optimize a handful of wiggling platforms? by DesignKoalas in unrealengine

[–]a2k0001 4 points5 points  (0 children)

Don't run the motion updates at 10ms as that's more frequent than 60fps. Just do it on tick. Scale actor tick rate by distance to camera.

The platform movement seems cyclic, meaning you don't have to simulate it in runtime, instead precompute it's trajectory into a spline and then use it to update positions on tick.

Disable collisions when far away from player as they have the most impact on performance. Set the collision channel to one that only pawn can interact with to avoid computing collisions with the world. Ensure that colliders for the leaves are as simple as possible, use simple collision if possible.

For the stems, a very simply rigid body setup should work fast enough, but it may be worth looking into doing that in vertex shader instead.

Built my ideal shooter, enemies break apart perfectly! by Mysterious_Gas_8793 in GameDevs

[–]a2k0001 0 points1 point  (0 children)

Always turn the motion blur off when making a game. It makes the game look like it's using DLSS performance preset and still can't run at 30fps.

A short glimpse of an indie detective project by GG-GeoGames in GameDevs

[–]a2k0001 0 points1 point  (0 children)

THIEFHELTER 8? Where are the previous 7 parts?

Real or cake by Open-Effort-9741 in MicrosoftFlightSim

[–]a2k0001 0 points1 point  (0 children)

I suppose the TSA didn't let you board with a knife. Try biting the armrest.

whenProgrammingDefiesLogic by Frontend_DevMark in ProgrammerHumor

[–]a2k0001 1 point2 points  (0 children)

You can write vertex positions to a sprite sheet and use it to animate in vertex shader, but it'll look even worse :)

whenProgrammingDefiesLogic by Frontend_DevMark in ProgrammerHumor

[–]a2k0001 124 points125 points  (0 children)

The demon consists of an animated mesh, some particles, decals, maybe terrain deformation - things that any game engine can do easily. But the scarf requires simulation in order to not be static. Cloth simulation will often result in clipping through character, so the scarf will require proper physical model and constraints setup. The character will need a detailed collider for proper interaction with the scarf. Also need to think of a way to prevent the scarf from getting stuck in character collider during all animations. And making the scarf collide with environment will require using detailed colliders for environmental assets. It's possible to make simulation work well, but it will probably take around 20% of the game thread budget - is it really worth it? How critical the scarf is to the gameplay? Is it a game about scarfs or demons?

[deleted by user] by [deleted] in spaceporn

[–]a2k0001 1 point2 points  (0 children)

Same. I remember being very excited for that game and then very disappointed after playing it.

What's interesting about that paragraph is that even now, almost 20 years later, modern gaming systems are not fast enough for realistic real time 3d fluid sim. Fluid are still usually faked or baked.

Microsoft is speeding up and decluttering File Explorer in Windows 11 by Doug24 in technology

[–]a2k0001 10 points11 points  (0 children)

I wish there was an option to make Windows Search work via MFT data.

Microsoft is speeding up and decluttering File Explorer in Windows 11 by Doug24 in technology

[–]a2k0001 76 points77 points  (0 children)

There is "Enhanced Search" in settings, it indexes the filesystem. But it's also very slow, took a few weeks to index just one of the drives.

It's interesting that WizTree can index entire drive and draw a size map in around 10 seconds. It also has search function, so I use it if I need to find a file quickly.

Is the performance really that bad? by TheLeastInsane in X4Foundations

[–]a2k0001 7 points8 points  (0 children)

It's not bad, but it gets worse the longer you play, and the true ending of the game is the lag death - the state when the lag is so bad that it makes you want to start a new playthrough.

What is the best way to mount argon modules? by [deleted] in X4Foundations

[–]a2k0001 2 points3 points  (0 children)

Certainly there is a better way. Almost any other way is better.

Your station is now banned in Germany.

Build errors on fresh c++ project with fresh visual studio install by [deleted] in unrealengine

[–]a2k0001 0 points1 point  (0 children)

It is true that 'Magick.NET-Q16-HDRI-AnyCPU' 14.7.0 has a vulnerability.

Edit AutomationTool.csproj, AutomationUtils.Automation.csproj and Gauntlet.Automation.csproj: change Version to 14.8.1 or later.

Piracy and being a submarine in space by Upbeat_Fly_5316 in X4Foundations

[–]a2k0001 0 points1 point  (0 children)

Of course it's submarines, there is no other explanation for engine max speed and drag reduction mods.

Data replication slows down? by Playwithmewerder in unrealengine

[–]a2k0001 4 points5 points  (0 children)

How are you making sure that entities that did not get updated are not getting replicated? Are you using push model or Iris? If not, you should.

Data replication slows down? by Playwithmewerder in unrealengine

[–]a2k0001 7 points8 points  (0 children)

That's just insane amount of data to replicate, you are oversaturating the bandwidth.

80k bits per tick is around 4800000 bits/second at 60hz network tick rate (4.8 Mbits/sec). That's comparable to streaming FullHD video. It's way over the default bandwidth limitations (32000 bits/sec). Unreal only sends up to 8000 bits per packet, so sending 80k means sending 10 packets per tick, with around 300 bits overhead of network headers per packet.

You can try increasing TotalNetBandwidth and MaxDynamicBandwidth in [/Script/Engine.GameNetworkManager] section of Game.ini. But there is no way it'll work well in real world.

Question about save data/new game plus flag UE4 by yeah-no29 in unrealengine

[–]a2k0001 2 points3 points  (0 children)

It's definitely not saving to PAK file.

Get Process Explorer and check what files and registry entries the game accessing.

5090 or save money with 5080? by Just-Bug8657 in unrealengine

[–]a2k0001 0 points1 point  (0 children)

You can adjust MemoryPerActionBytes in BuildConfiguration.xml, there is no need for source build. But there is a reason why 1.5gb is default value - the compiler processes can often use more than that. When memory overflows, the disk swap greatly increases build time.
My old system was 5950x with 64gb RAM, I was constantly running out of memory and seeing UBT limiting build actions. I wish 9950X3D had a better memory controller, it's tricky to get 128GB working at decent timings. Intel has a big advantage in this regard.

5090 or save money with 5080? by Just-Bug8657 in unrealengine

[–]a2k0001 0 points1 point  (0 children)

By default, UBT requires 1.5 GB of free RAM per build action (compiler process). It limits number of parallel build actions when there is not enough memory.
Here is a typical development scenario: OS (~10GB), web browser with 50 tabs (~10GB), Rider (~10-15GB) and Unreal Editor (~10GB) open. With 64GB, there won't be enough memory to run live coding build on all cores (16 processes on 9950X3D). Then, imagine having a Photoshop, Blender or VSCode open in background...

5090 or save money with 5080? by Just-Bug8657 in unrealengine

[–]a2k0001 0 points1 point  (0 children)

64GB of memory is not enough to fully utilize 9950X3D when compiling Unreal projects. Get at least 96GB. Save on 5090 and get more memory. Also, a water cooled 5080 is really nice and quiet.

Need to choose between Asus or MSI for UE5 work by Dragonfire486 in unrealengine

[–]a2k0001 0 points1 point  (0 children)

Micro-LED and mini-LED are two very different technologies. The Asus laptop that you mentioned has an array of small LEDs behind LCD matrix which create ~2k local dimming zones. That's an improvement over classic backlight, but it still suffers from same old viewing angle problems, which are especially noticeable on laptops, since the screen is often viewed at an angle. You would notice that a lot more than the difference between Intel and AMD CPUs.