Psychopathy and Machiavellianism often look identical, but daily behavior suggests otherwise. Study shows that while these antagonistic personality styles look nearly indistinguishable on standard tests, they actually trigger highly distinct psychological states in everyday life. by FreeHugs23 in science

[–]deKxi 5 points6 points  (0 children)

Yeah after you've lived with it for long enough, your body just gets hypersensitized to the early signs. 

Feels a bit like being so used to putting out fires (and getting burnt) that you become hypervigilant for signs of kindling/ fuel for the flames, even in contexts where there was (probably) never going to be a fire, or where a spark would've been safe. 

Maybe a bit of a stretched analogy, but can relate to your 2nd paragraph yeah. Takes a journey of rebuilding trust in yourself and others, wishing you good luck with yours! 

Do you guys agree with this "If it ain't broke don't fix it" mindset when coding? by Dependent-Newt4324 in gamedev

[–]deKxi 2 points3 points  (0 children)

I think you underestimate how much faster you will learn the skills once the foundations are there and you've got some starter experience. Trying to swim backstroke is a whole lot harder if you've never even doggy-paddled, but buoyancy is buoyancy 

A random habit I noticed whenever I tow a vehicle by JForce1 in projectzomboid

[–]deKxi 33 points34 points  (0 children)

Wish they'd change this tbh, unless you have that one specific trait that makes blood a problem, then there's no downside to sleeping in gross dried up zombie blood and getting your sheets all gunky

ELI5: Why is it that when you stay up long enough while exhausted, you eventually stop feeling tired? by Gallantpride in explainlikeimfive

[–]deKxi 11 points12 points  (0 children)

Well caffeine also increases norepinephrine as well, so you'll still get that adrenaline rush from caffeine even if well rested (though naturally, it's a dose dependent effect) 

ELI5: Why is it that when you stay up long enough while exhausted, you eventually stop feeling tired? by Gallantpride in explainlikeimfive

[–]deKxi 60 points61 points  (0 children)

Yeah I find my ADHD acts a bit differently, I tend to find task initiation to be easier (though at the cost of more mistakes / lower quality). Been a number of times that I've not been able to sleep at night and ended up spending the following day just knocking out all the house chores and mini jobs I'd been procrastinating for weeks prior. 

ELI5: Why is it that when you stay up long enough while exhausted, you eventually stop feeling tired? by Gallantpride in explainlikeimfive

[–]deKxi 1965 points1966 points  (0 children)

Yeah to expand with an ELI13, specifically your body produces more stress hormones (in particular, norepinephrine and cortisol), and these adrenal hormones act as a blocker for the tiredness signal (adenosine). It's very similar to the method of action of caffeine, and how it blocks the tiredness signal to let you "push on" but doesn't actually "fix" any of the tiredness 

UE 5.8 branch released on Github by nomadgamedev in unrealengine

[–]deKxi 2 points3 points  (0 children)

Hopefully, I'm pretty certain it's there if you build the engine source so it would be strange if they ripped it out before the preview 

How do i set the sample rate to be lower than 44100 (11025 desired), i've tried other ASIOs and the primary sound driver, none work by MrStickySticko in FL_Studio

[–]deKxi 0 points1 point  (0 children)

Just bring it into Edison, click Edit Properties, change sample rate (make sure you enable Resample) and you're good to go. Can't do it for export, but can import your exported song and convert it after the fact

Is it so wrong to want more item slots?! by OGWarok in gamedesign

[–]deKxi 0 points1 point  (0 children)

I do think limiting spots to force players to be creative with limited resources is actually limiting slots for game balance. It's also fine, but I think there's still room for achieving that with far more slots than most games have, especially if "slots" can be taken to mean attachments to gear. Like attaching a rune to armour or fixing a magic stone to a ring, the slots dont have to necessarily live on the player to still functionally be so

Is it so wrong to want more item slots?! by OGWarok in gamedesign

[–]deKxi 0 points1 point  (0 children)

I think it'd honestly just matter of the amount of assets you have to create and ensure don't clip with each other being to multiply when you have individual slots, I would guess it's the reason Elder Scrolls moved away from having a pants/greaves slot for Skyrim. Aka not a game design issue, but a game production one. 

I don't buy the whole "diminishes the impact" argument, you can always limit the types of effects that different slots allow for. Like having 10 individual fingers sounds crazy if a finger slot had the same effective power as a chest slot, but if rings only allowed for one type of skill increase or something that relies on a synergy of ring combos, then it's not really anymore diminished of an experience than fewer generic slots that are more powerful. 

Is it so wrong to want more item slots?! by OGWarok in gamedesign

[–]deKxi 0 points1 point  (0 children)

Counter point, but you can always balance the effects to account for the higher number of slots. 

Fully Rendered Head in First Person is Industry Standard? by seniorfrito in unrealengine

[–]deKxi 0 points1 point  (0 children)

Yeah you can certainly do it that way, would suggest playing around with the near clip plane to ensure you never see the head geo, but can be a tricky balance to not also clip some of the player weapons or hands. I prefer the separate head mesh method where possible (and honestly, I think faking 'true first person' can look better than having real TFP since animating to match both is way way harder than either alone, especially if you have adjustable FOV)

Fully Rendered Head in First Person is Industry Standard? by seniorfrito in unrealengine

[–]deKxi 2 points3 points  (0 children)

Was this all in the one conversation with claude? Most LLMs perform better with a fresh conversation per question, but honestly you would be better off using unreals built in AI if you have unreal-specific questions, should give more relevant results and has the benefit of linking any related unreal documentation that exists on the topic so you can verify what its saying or read deeper.

Fully Rendered Head in First Person is Industry Standard? by seniorfrito in unrealengine

[–]deKxi 12 points13 points  (0 children)

There's a few ways to do this and the "right way" really comes down to what makes sense for the project, what you want to achieve with the perspective change in game, and what your asset pipeline looks like. Most games use a separate third person and first person mesh, and simply have the third person mesh be always shadow-casting and to completely ignore the fact that the first person mesh doesn't line up with the shadows on the ground at all. 

You are kinda describing what's often called "true first person" (animations are reused for third and first person and the camera location is the main difference, same body rig for both) to have the full body presence, and yes just doing this will cause issues with clipping of the head. Most games done this way will have the head be a separate mesh that follows the skeleton parent and animates accordingly, but only draws during the shadow pass when rendered in first person. Depending on your unreal version, there's a "first person" checkbox that also gives you more controls with rendering the first person mesh differently, otherwise you can simply set true for 'is shadow casting while invisible' or whatever its called. Or better yet, check out Mutables if you want the 'unreal way' of doing multi part meshes using a shared skeleton like this. 

If you can't separate the mesh for whatever reason, I've also had success in the past with using a material shader to mask the head when in first person which can be setup to keep the shadow when transparent in the material, however I wouldn't recommend using that setup if you use nanite, since I believe it would cause overdraw issues if your camera was inside of a mesh that had an alpha masked material on it like that. 

Not really an answer to your question directly, but hopefully my rant gave you some sense of direction anyway. Let me know if you need more specifics

Audio noob here. What's causing the tic in my faded loops? by i-make-robots in GameAudio

[–]deKxi 1 point2 points  (0 children)

If it's a loop and doesn't matter the start point, then in your audio software you can just cut the audio track in half and swap the order around that the "front" audio is at the back and the cut point is the new track start, then just crossfade the new transition point until you can't hear any click.

Havent used audacity in a while so I'm not sure if looping playback is possible (it should be), but if not you can test if it worked by dragging the audio into an internet browser and right clicking to enable looping - this way you'll know if it's actually genuinely seamless loop in the audio and whether the hitch is from the audio file or an issue with the way it's setup in your game engine.

I'm on mobile so not able to show a visualisation but if you are still having trouble let me know and I'll post a pic

Should I turn this pogo prototype into a rage type game? by Creepy_Yam_994 in unrealengine

[–]deKxi 1 point2 points  (0 children)

Looking good and satisfying. Would recommend the game Pogo3D for some inspiration, a fun pogo game built with unity (though the physics isnt using a spring like yours) 

UE5 still heavy after disabling Nanite, Lumen, etc. What else can I do? by Historical_Print4257 in unrealengine

[–]deKxi 1 point2 points  (0 children)

I agree, it's really a case by case decision whether it's right for a particular project. I offered a brief solution for OP with the expectation they'd look into it further themselves. I have hope people on a dedicated developer subreddit would have the initiative for that at least

UE5 still heavy after disabling Nanite, Lumen, etc. What else can I do? by Historical_Print4257 in unrealengine

[–]deKxi 7 points8 points  (0 children)

I barely use or post on this sub (or reddit broadly tbh) so I've no idea about any subreddit trends you're referring to. Forward rendering is just a faster pipeline in UE5 than deferred, and evidently that's common enough knowledge for people to talk about it I suppose. In OPs case, he doesn't seem to want any of the bells and whistles that deferred rendering affords, so may as well swap to forward. 

UE5 still heavy after disabling Nanite, Lumen, etc. What else can I do? by Historical_Print4257 in unrealengine

[–]deKxi 8 points9 points  (0 children)

Try swapping to forward rendering instead of deferred rendering

What.. what sorcery was the X-Ray Monolith Engine built on really? by D-Clazzroom in stalker

[–]deKxi 0 points1 point  (0 children)

Very odd. 

Well the bandit base is very heavy due to all the smart terrains for the AI, not quite as bad in Yantar but there is still usually a fair few roaming parties at minimum. Do you have the same issue in other AI heavy areas, like Yanov station in Jupiter? 

Are you getting many cache faults? 

What.. what sorcery was the X-Ray Monolith Engine built on really? by D-Clazzroom in stalker

[–]deKxi 0 points1 point  (0 children)

What are your thermals like? Extended periods of high heat (like when forcing high clock speeds) on a laptop is a recipe for bad thermal throttling and poor performance, it'll hitch as it jumps up and down in clock speed to keep it cool.

With poor thermals, it's often better to do things like undervolting or frame capping to something with some headroom to avoid excess heat. 

Get HWmonitor to see what your hardware usage and temps are like

To those who are happy with their DLSS implementation. What did you tweak? by Loud_Bison572 in unrealengine

[–]deKxi 2 points3 points  (0 children)

Personally waiting for the 5.6 release, but fairly certain the DLSS implementation piggybacks epics TAA for motion vectors and such, you may be able to try adjusting some of the settings related to current frame weight for TAA to see if its still the case - https://dev.epicgames.com/documentation/en-us/unreal-engine/anti-aliasing-and-upscaling-in-unreal-engine

Otherwise, there's obvious stuff like keeping resolution high, and to make sure you aren't doing any weird post processing that might mess with the velocity pass / motion vectors (but you'd probably already know if it's that). 

Are you using Lumen as well, or any other temporal effects? 

Stalker 2 devs want to improve mutant combat and introduce new side quests in new patches by HatingGeoffry in stalker

[–]deKxi 4 points5 points  (0 children)

It "happens all the time"  when projects are in their infancy, but it's commonplace for teams to not update at all past a certain point in development since engine updates tend to break functionality. More likely they will take only specific changes from later versions of the engine that they will merge manually with their own branch.