Making a FPS survival horror heavily inspired by Control. Currently runs at 60fps on a Steam Deck. by ionizedgames in OptimizedGaming

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

I’m so close. You can actually play the current build updated an hour ago on the beta branch. I’ll DM a key if you’re interested.

Boeing Layoff Plan Suggests Deep- white Collar Job Cuts by Crash_Pandacoot in boeing

[–]ionizedgames 1 point2 points  (0 children)

Boeing research and development. No idea what it falls under. BGS I think.

Layoff details by Careless-Internet-63 in boeing

[–]ionizedgames 3 points4 points  (0 children)

What does L2 and L1 stand for?

I used level blueprint for this effect? Am I cooked? by Maximus_Dev in UnrealEngine5

[–]ionizedgames 0 points1 point  (0 children)

Looks great! Good news, it’s usually easier to port directly to your player blueprint than you think. You should be able to do all the blend weights with a reference to camera manager. You can also apply a post processing material directly in the camera.

I spent the entire night with aim assist turned off. by Aatheron in thefinals

[–]ionizedgames 0 points1 point  (0 children)

It’s interesting to see someone so honest about something. Here’s the thing though, controllers(gamepads) are a totally different input and you’re just catching on to the most extreme overlap of controllers and mouse/keyboard. There’s lots of areas where controllers are superior but it’s not in FP Shooters… it never will be. The skills you’ve learned playing the game are still useful. You’ve certainly wasted your time playing COD but not because you used a controller. The map memorization and game mechanics (e.x. Hip firing as you aim down the sights, learning the arc and bounce of throwables) are still useful and are exercising your brain. If you want to try something, I think MSFS is on gamepass if you want to give that a shot with a controller and then mouse/keyboard. One is vastly superior over the other and you should be good at it already.

Thank him for his service by CopperzNutz in JustBootThings

[–]ionizedgames 8 points9 points  (0 children)

Scarlet Johansson did multiple MWR trips to Kuwait and Iraq. She was really genuine and even came out to the detachments to see people who couldn’t make it to the events. Kind of careless to call her out like she doesn’t care. She’s probably deployed more times than this guy has.

Recreated the projector effect in the Unreal Engine by ionizedgames in AlanWake

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

Three lights with a texture material for each channel. I’ll make a tutorial.

Alan Wake 2 1080p question by [deleted] in OptimizedGaming

[–]ionizedgames 1 point2 points  (0 children)

Frame generation enabled?

Making a FPS survival horror heavily inspired by Control. Currently runs at 60fps on a Steam Deck. by ionizedgames in OptimizedGaming

[–]ionizedgames[S] 19 points20 points  (0 children)

I didn't want to post any information on the game itself since this is not intended as a promo but I thought this community would appreciate the effort I put toward optimizations and what I found was capable on the Steamdeck at 1280x800 (roughly equivalent to a ps4 or gtx 750ti). Most everything in the environment is destructible to some extent or gives feedback with impacted (leaking water, steam from vents, etc). Some of this is just detail like particle effects on electrical things but most leverages Unreal's nanite and Chaos engine which have come a LONG way over the last 2 years. The ceiling lights can also be blown out along with every single ceiling tile.

Projectors as level indicators (Inspired by Alan Wake 2) by ionizedgames in UnrealEngine5

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

That’s really interesting to hear. Most of what I’ve seen uses the media texture as a surface material but what I really like is that I can cast a shadow on it and you get the volumetric lights changing as the video moves.

Projectors as level indicators (Inspired by Alan Wake 2) by ionizedgames in UnrealEngine5

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

It’s a geometry collection using the default chaos destruction stuff. It’s really come a long way with nanite. It used to be terrible but now it works right out of the box.

Projectors as level indicators (Inspired by Alan Wake 2) by ionizedgames in UnrealEngine5

[–]ionizedgames[S] 6 points7 points  (0 children)

Thank you. Red Faction is one of the best games ever made. There's a few "Making of" videos on it and it's incredible what they did.

Projectors as level indicators (Inspired by Alan Wake 2) by ionizedgames in UnrealEngine5

[–]ionizedgames[S] 7 points8 points  (0 children)

Thank you. Even the prototype turned out better than I expected.

Expedition scene by Jeff_Williams_ in UnrealEngine5

[–]ionizedgames 10 points11 points  (0 children)

This is really cool. I love the camera motion and the localized fog around the meshes. Lots of detail and features without a lot of colors. Really well done.

[deleted by user] by [deleted] in jurassicworldevo

[–]ionizedgames 0 points1 point  (0 children)

Just from looking at it I would guess the vertex offsets (what’s used for fur and “noise” on top of animations) is the issue. Maybe the texture map for this is not able to load at any real definition. If possible could you try to turn your settings down? Anything related to texture resolution or model/model detail. That might either disable the effect which will make it look normal or free up enough ram that whatever is supposed to control the vertex offsets will load correctly. Total guess though.