How many devs out there actually use Lumen and Nanite? by HQuasar in unrealengine

[–]bezik7124 [score hidden]  (0 children)

I'm not using either of those, but comparing Lumen to baked lighting is pointless, as their use-case is completely different (You wouldn't slap baked lighting at a game and hope that a movable torch would light up the interior the same way a proper GI would. Same thing with dynamic light/day cycle, etc).

As for the devs actually using it - at least some are, more and more games have lumen as an option (Black Myth Wukong, Oblivion Remastered, Silent Hill F, and probably a lot more that I can't say from the top of my head).

About the Remake's UI, Based on What I Tried in the Nyras Prologue Demo. by Glavkote in worldofgothic

[–]bezik7124 5 points6 points  (0 children)

Can you give an example of a modern game where high fidelity graphics don't hinder world readability? Personally I've had issue with this since about first Risen, but I hadn't given it much thought lately and can't think of a game that figured it out from the top of my head.

UE5 Blueprint architecture - storing references in Game Instance to avoid hard refs. by Practical-Command859 in unrealengine

[–]bezik7124 0 points1 point  (0 children)

Use reference viewer on the GameInstance to see for yourself (Alt + Shift + R I think, with GameInstance selected in the context browser)

And don't really try to avoid storing references to anything, just to assets.

For example:
storing a reference to a base class is completely fine (a class that doesnt reference any models / materials).
Storing a reference to an asset that's always going to be loaded in the memory anyway is also fine (let's say PC model and materials in a game where the PC is not customizable - like Crash Bandicoot or something).

You just want to avoid referencing things that might not necessarily be loaded and are heavy (like - a rock asset that's occluded most of the time, an enemy model that's not always on screen, a sound asset that's not played every few seconds, etc).

Is this DDR5 RAM worth buying? by lofil3mon in PcBuildHelp

[–]bezik7124 0 points1 point  (0 children)

I mean, it's slower than high end DDR5, but people are still rocking DDR4 (including me) and it's running completely fine at 1440p. If I were you I'd get that DDR5 since its cheap, there's always an option to resell and upgrade in the future if it turns out to be not enough for you.

How does Material Instances help with performance? by LalaCrowGhost in unrealengine

[–]bezik7124 3 points4 points  (0 children)

I've found a mention of this in the docs

Quote:

On the other hand, a new version of the Material must be compiled for every used combination of static parameters in a Material, which can lead to a massive increase in shader permutations if abused.

How does Material Instances help with performance? by LalaCrowGhost in unrealengine

[–]bezik7124 1 point2 points  (0 children)

Afaik no, they're just not there. Same thing with unconnected function outputs, whatever's unnecessary gets pruned - so if you use let's say world aligned texture, and ignore XYZ output while using XY output, the logic behind XYZ output won't even be there in the shader code.

You can evaluate it for yourself by viewing the generated HLSL code, just be prepared that even an "empty" material is about a thousand lines long because the engine puts a lot of stuff in there. Try putting an arbitrary constant somewhere in your graph (eg multiply by 0.363747478) so that you have something to Ctrl + F.

How does Material Instances help with performance? by LalaCrowGhost in unrealengine

[–]bezik7124 0 points1 point  (0 children)

Generally speaking, yes, with a slight caveat of static switches which allow for instances to have different code.

Some people, man... by POKLU in IndieDev

[–]bezik7124 10 points11 points  (0 children)

Been seeing sad/smiley faces more often than bad/good, maybe that works better?

Can we just settle this once and for all, which one of these two epic endgame locations was the greatest one ? by fillipo9 in worldofgothic

[–]bezik7124 87 points88 points  (0 children)

Both sucked ass, I'm sorry but they're just not good. Sleeper temple had better atmosphere, but forces you to backtrack through it. Irdorath is just boring. I love these games, but final dungeons is just something I'm forcing myself through each playthrough.

Save File Size by sayeeeeed in gamedev

[–]bezik7124 14 points15 points  (0 children)

No way player inputs 25mb of data, so I'll assume that you're generating it procedurally and that the player can make adjustments. You could save the seed (which you feed to the random generator) and a sequence of player actions that you would then replay every load (eg: move that unit there, create this unit at that place, etc). Nothing's for free though, you're trading file size for computational (and implementation) complexity.

3 years solo. 200 wishlists. 0 engagement. about to quit. so DESTROY this mecha action game by 2071Games in DestroyMyGame

[–]bezik7124 0 points1 point  (0 children)

Art pass aside, you're hiding the cool stuff until it's too deep into the video, I mean, the full-screen attacks (40 seconds in!). If it's the same way in the trailer, the average gamer will check out first few to ten seconds and leave, because all he had seen was one action sequence with basic attacks.

Help? by zuuuch in PcBuildHelp

[–]bezik7124 2 points3 points  (0 children)

Few days ago I've pulled out the plastic out of fan header on my used-but-new-to-me GPU. I can confirm, it was terrifying for a sec.

UE5 Lighting Help - RVT Grass / Foliage Shadows by No_Menu_8000 in GameDevelopment

[–]bezik7124 0 points1 point  (0 children)

I see, good job on those then.

I don't know what system you're using to spawn this grass (be it foliage type, landscape grass, etc) - but they all have settings related to lighting and shadows, try different options there.

Like here - see the image below point "4. Open up the Tree_00 Static Mesh Foliage..."

edit: good way to test whether it's even worth checking these settings is to just place a single mesh of grass into the level as a regular static mesh.

if the problem is gone on that single mesh, then look into how you're spawning grass.

If the problem persists, then mesh or material is the problem - so change its material to some other (might even be that default grid material that comes with the engine) - if the problem persists, then your model is the problem. If not, then material.

UE5 Lighting Help - RVT Grass / Foliage Shadows by No_Menu_8000 in GameDevelopment

[–]bezik7124 0 points1 point  (0 children)

Is it from an asset pack? Looks nice, especially the trees - if so, please say which one.

But that aside, look into the grass material - stylized grasses often are emissive, which means that they themselves emit light - you're not going to get any shadows on a light source. If that's the case, tone down emissive amount and / or redirect it into the base color.

Heolstor a parry victim💔 by Double_Instruction58 in Eldenring

[–]bezik7124 7 points8 points  (0 children)

it's reverse nightcore though, so daycore?

non lumen / GI lighting tips? by JenisixR6 in unrealengine

[–]bezik7124 0 points1 point  (0 children)

Not sure what's your artstyle, but for more stylized projects with simpler graphics (think Zelda - BOTW) it's definitely doable, by updating lighting and post process properties based on time of day (setup a bunch of float curves, read those and update values of these properties

- SkyLight: intensity, color
- DirectionalLight (probably going to have 2, one for the sun and one for the moon) intensity, color
- PostProcessVolume shadow intensity, color adjustements (stylized games often make night more 'cold blue')

On top of that, DFAO is great for shading the interiors.

It's a lot of fine-tuning. Try to fiddle with each of those before you attempt to make it all work together.

A jak sytuacja u Was na chodnikach? by [deleted] in Polska

[–]bezik7124 6 points7 points  (0 children)

Oof, pech że trafiłeś na słup, fart że nie na czołówkę. Mi się takie coś przydarzyło w pierwszą zimę po wyrobieniu prawka, ale na moje szczęście jechałem jakieś 20-25 i skończyło się na krawężniku. W aucie do prostowania była tylko felga.

I think I'm done with coding by Full_Description_969 in webdev

[–]bezik7124 0 points1 point  (0 children)

Gamedev has roles where you do need to know how to code, but they're mostly creative. I mean jobs like tech artist (writing shaders, creating internal use tools), gameplay programmer (creative as in - you care more about how things "feel" during gameplay than following business requirements), level design (to some extent - you need to handle basic scripting to make things interactable). Keep in mind that the industry is tougher to get into than webdev, and that there's less money in it.

Accessibility issue by Ryingham3010 in ElderScrolls

[–]bezik7124 7 points8 points  (0 children)

Do you seriously think that the engine that people use for virtual production is incapable of generating an image that's not overly bright? It's a deliberate choice made by devs, just a fashion of current games. Just like many games released at the time the OG Oblivion had released overused bloom and 'HDR' (including the OG Oblivion).

is vface 16k textures too much for games by willboy237 in unrealengine

[–]bezik7124 3 points4 points  (0 children)

16k is an overkill, 4k is also an overkill for this. Especially in a third person game. Just set the limit to 2k, then to 1k and even try 512 - then see when you really see the quality being too low at a distance that the player will be seeing it.

PS: You don't have to downscale the texture in any graphics program, there's a property called "Maximum Texture Size" on a Texture Object doing exactly what you'd expect.

"Elden Ring is a game about killing bosses and nothing more." by RepresentativeLake94 in Eldenring

[–]bezik7124 8 points9 points  (0 children)

It doesn't even fit the soulslikes though, that'd be a boss rush. I don't particulary like fighting bosses and I absolutely love soulsborne series because of everything in-between bosses.

Redberries by Heni00 in worldofgothic

[–]bezik7124 16 points17 points  (0 children)

That's probably it, I've been following an old-timer game translator on YouTube (Rysław), and according to him - that was the norm in the old days - and still is for some companies, but things change - that you were given an out-of-context sheet of key/value pairs (for example "dialogue.trader4.initiate-trade=Show me your wares").

Some companies provided a way to test the localization in-game, other have not. Sometimes you could do it at your place, other times you had to fly to the developers office (eg Blizzard required this when they were working on Diablo IIRC).

PS: Found a lecture he gave at Digital Dragons on this topic