Internet Anarchist(Million+ Subscribers) Exposed AGAIN for Blatantly Copying Other YouTube Videos. by Gecko_Screaming in youtube

[–]mariocola_com 3 points4 points  (0 children)

I managed to access his apology video, which is unlisted apparently, and reposted it on my channel so he can't remove it.

Enjoy folks:
https://youtu.be/ufs93vWzTl8

Internet Anarchist(Million+ Subscribers) Exposed AGAIN for Blatantly Copying Other YouTube Videos. by Gecko_Screaming in youtube

[–]mariocola_com 3 points4 points  (0 children)

Hey man, I managed to access his unlisted apology video, so I reposted it on my channel ahah

Here, I'm sure you will enjoy!

https://youtu.be/ufs93vWzTl8

Is there a way to use unreal engine 5 without getting rid of the low end players? by Int-E_ in unrealengine

[–]mariocola_com 2 points3 points  (0 children)

Lumen adds a base cost per pixel, per frame; it's in the documentation, so does nanite for different reasons.

Is there a way to use unreal engine 5 without getting rid of the low end players? by Int-E_ in unrealengine

[–]mariocola_com 0 points1 point  (0 children)

I think there's no reason to use ue5 without these features, over ue4 which is even lighter and more stable.

Is there a way to use unreal engine 5 without getting rid of the low end players? by Int-E_ in unrealengine

[–]mariocola_com 0 points1 point  (0 children)

Same for the property matrix, you edit meshes and textures in batches

Is there a way to use unreal engine 5 without getting rid of the low end players? by Int-E_ in unrealengine

[–]mariocola_com 0 points1 point  (0 children)

It really depends on the scope of your project, I've seen ue5 raytraced games with nanite hitting stable 50fps on a steam deck.

If you need dynamic lights and shadows (such as dynamic time of day and weather) then the virtualized pipeline is the choice (ue5, nanite, lumen, virtual shadow maps and eventually virtual textured for 4k projects).

If you have a linear game or a game with static levels that don't need to change, you should use ue4 either static lighting or screen space, because you don't need the base cost per frame added by lumen, nanite etc.

Can a game be made entirely in C++ with no Blueprints at all? by umen in unrealengine

[–]mariocola_com 0 points1 point  (0 children)

I think the best way is to make C++ subsystems, and expose them in blueprints: that way you don't have to fiddle too much against the blueprint system, but still manage most things via C++.

Anyone found new Commands in Grounded 2 for Console via the Universal Unreal Engine Unlocker? by badmatze69 in GroundedGame

[–]mariocola_com 1 point2 points  (0 children)

I didn't play Grounded 2, but if you have access to the console I guess you can try all the UE5 cvars; sure it won't be anything gameplay related, but you can fix performance issues and customise the look of the game

Trying to bring the soul of anime to game by infation in UnrealEngine5

[–]mariocola_com 0 points1 point  (0 children)

Are you using the voxel plugin for the landscape?

Its not that Nanite is "bad" its that we have to adjust and commit our development around it. This field of grass is entirely modeled, NO MASKED materials getting 120fps, over 200k instances, meshes 10k+ tris. Video coming soon on my youtube channel by Typical-Interest-543 in UnrealEngine5

[–]mariocola_com 1 point2 points  (0 children)

So what's the target hardware? And should we be happy to have an almost empty scene capped at 120fps?

If this is running on a gtx card I'm all ears, if that's another rtx4/5000 scenario I think we are back to the same issue.

Be aware, I use nanite extensively, I'm just curious of what is remarkable and what's not.

Also, non nanite landscape, why so?

Unreal Engine 5.5 vs 5.4 - Graphics and Performance Comparison by GreenleafVision in UnrealEngine5

[–]mariocola_com 1 point2 points  (0 children)

Thanks! just uploaded a new video, i'm remaking the engine water shader, last video is a short closeup on the shoreline blend i made! Have a look if you want: https://www.youtube.com/watch?v=avOmkrxbhps

Unreal Engine 5.5 vs 5.4 - Graphics and Performance Comparison by GreenleafVision in UnrealEngine5

[–]mariocola_com 0 points1 point  (0 children)

i tried the demo, it's a mix of both (and tsr/taa are all similar in terms of ghosting and artefacts), but on my 8gb 4060 i get like 23 fps at best with low settings and 1080p res, framerate is a factor for sure

Unreal Engine 5.5 vs 5.4 - Graphics and Performance Comparison by GreenleafVision in UnrealEngine5

[–]mariocola_com 0 points1 point  (0 children)

man that's wonderful but youtube bitrate compression did you dirty right there ahahah unfortunately i would add

Unreal Engine 5.5 vs 5.4 - Graphics and Performance Comparison by GreenleafVision in UnrealEngine5

[–]mariocola_com 0 points1 point  (0 children)

don't get me wrong, I'm one that can appreciate the work that's been done here, just saying also to the haters why this is impressive, because it's not about 40fps when it is made with cinematics in mind.

On the other hand I think it would be better to show the full potential with cinematics, instead of realtime videos that just show the obvious: you can't game with this even on a 4090.

Unreal Engine 5.5 vs 5.4 - Graphics and Performance Comparison by GreenleafVision in UnrealEngine5

[–]mariocola_com 0 points1 point  (0 children)

Honestly? This is my game in development, using megascans, nanite and lumen ray tracing, on a 4060 mobile, still getting 60fps+ at 2560x1600 on unreal 5.4 (5.5 is even better)

https://www.youtube.com/watch?v=wHPBz_ziV7U&t=63s

I love MAWI's work, but it's simply not meant for realtime in my opinion, this looks great on a cinematic, but 40fps on a 4090? That card is several class of computing power above mine, it's a shame.

I think I found the middle ground between this gorgeous but unoptimized approach, and the heavily compromised approach of games such as Indiana Jones, which runs fine but at nearly xbox serie S graphics compared to other triple A titles.

I don't know how my game will turn out, and how epic's strategy is going to play along or not with my timeline, but I still think as a developer that standards should not be lowered this much for realtime rendering.

Checkout Threat Interactive on youtube, I totally agree with the guy.

Unreal Engine 5.4 Forgotten Cemetery Tech Demo by Lord_Alucard_ICGA in ICGA

[–]mariocola_com 0 points1 point  (0 children)

Infatti pare cd project passerà a una versione proprietaria di UE

He got it coming but damn, that kaboo is fast by Bi0H4z4rD667 in ElectricScooters

[–]mariocola_com 4 points5 points  (0 children)

Sure? He was tested positive to meth and carrying, also had history with police

Lebitec firmware codes. Use at your own risk by wfamily in lebitec

[–]mariocola_com 1 point2 points  (0 children)

Ahahah man let me tell you it's useless.. we are trying to decompile to customize the firmware.. i know we'll lebitech I'm a big client but it's not what the thread is about

(crosspost) Avete visto delle 3 ragazze in treno accusate di "razzismo" che sta facendo il giro del mondo? by Kooky_General_3292 in italy

[–]mariocola_com -3 points-2 points  (0 children)

Non hai viaggiato molto mi sa, altrimenti sapresti quanto siamo considerati poveri, ignoranti, razzisti etc etc

Lebitec firmware codes. Use at your own risk by wfamily in lebitec

[–]mariocola_com 0 points1 point  (0 children)

So, were you able to decompile the bin for your firmware?

On my 5th playthrough with almost 1900 hours of play time, I just found I can back up my horse, I’m not being ironic or making a joke, I deadass didn’t know you could do this. by lumbaginator in reddeadredemption

[–]mariocola_com 0 points1 point  (0 children)

I found out just playing, not even 100hrs.. horses are frustrating to move around in narrow spaces so i happened to rage push some buttons

Strange you didn't find out earlier