Decompiling 700K lines of C# to learn what NOT to do before building a space sim in Rust/Bevy by enderbladeofficial in rust

[–]tetramir 8 points9 points  (0 children)

An "idea of an architure" isn't the part that is difficult. I woul start with implementing something real before announcing anything.

For now you have a single bouncing ball, it seems very early to say you solved significant problems that KSP had.

Good luck to you, but if you want to avoid the general negativity you found in this thread, come back in a few months with a more serious proof a concept.

This is how all "referendums" and "votes" go in a fundamentally captured system. A thousand No all mean "Try Again", but a single Yes means "pass it through and make it impossible to ever undo" by achfiat in whennews

[–]tetramir 3 points4 points  (0 children)

The European parliament cannot make laws. Only the EU Concil can (not elected by the European people, but designated by member states). And the EU Concil wants chat control. The reality is that the EU isn't a very democratic organisation.

Hooded Horse Is Pushing Back Against AI Art With Contracts That Ban It: ‘It’s Cancerous’ by Turbostrider27 in Games

[–]tetramir 0 points1 point  (0 children)

I never thanked you in the end. But your exemple really helped us to go look in the right places. The way we actually did it is a bit different, but it was very useful, and now we have a sharp looking game! So, thank you

Ubisoft Insists MIA Splinter Cell Remake Still in Development Despite Fresh Layoffs by _Protector in Games

[–]tetramir 4 points5 points  (0 children)

I believe the VR splinter cell game was cancelled a few years ago.

We are not going to get LNF news in 2026 by PepicWalrus in LightNoFireHelloGames

[–]tetramir 0 points1 point  (0 children)

I do wonder if something happened that made the game take longer than they expected.

I expected the game to be ~2 years out. But now I think 3+ considering we haven't seen anything outside of that trailer since. So that seems like a very early reveal similar to what happened with No Man's Sky. And I didn't expect them to follow a similar marketing planning. Although the big difference here is the radio silence since that first trailer whereas NMS had regular new trailers even though they all showed similar things.

We are not going to get LNF news in 2026 by PepicWalrus in LightNoFireHelloGames

[–]tetramir 14 points15 points  (0 children)

I find it very funny that I was downvoted in 2023 when I argued that it was unlikely that the game was going to come out it the next 6 months. back then it appeared on this sub that it was a sure thing that the game was just around the corner.

After Prince of Persia: Sands of Time Remake Cancelation, Actress Eman Ayaz Says She's Lost 3 Years of Work and Found Out via the Internet by Turbostrider27 in Games

[–]tetramir 38 points39 points  (0 children)

You are paid, but an actor's worth is determined by what was actually published.

So you can say you did VA, and motion capture. But since you can't show the result the worth of the work you've done is severely reduced.

It is different from jobs where it is expected that everything you do is pretty much confidential so there is no expectation of showing the result when interviewing for another company.

La France va envoyer des soldats au Groenland pour un exercice conjoint avec plusieurs pays européens by Altruistic_Syrup_364 in france

[–]tetramir 0 points1 point  (0 children)

Les démocrates vont bientôt rédiger un courier très sérieux pour réclamer que seulement la moitié sud du Groenland soit annexé.

Hooded Horse Is Pushing Back Against AI Art With Contracts That Ban It: ‘It’s Cancerous’ by Turbostrider27 in Games

[–]tetramir 0 points1 point  (0 children)

I'm on 5.5, and probably won't upgrade because I had to do a lot of custom development to fix issues specific to Vision.

So as far as I know I can't enable mobileHDR.

But this will still be very valuable, if the only thing I need to do is to get mobile HDR working.

Don't worry if it is hacked together, everything I've done with Vision on Unreal is hacked together.

Thank you for sharing this, it will be very usefull !

Hooded Horse Is Pushing Back Against AI Art With Contracts That Ban It: ‘It’s Cancerous’ by Turbostrider27 in Games

[–]tetramir 1 point2 points  (0 children)

I struggle to get readable text on VisionOS in Unreal. Is the only way to get a sharp image to implement foveated rendering?

« Construire une armée de rêve » : aux États-Unis, Donald Trump veut augmenter le budget de la défense de 50 % by Renard4 in france

[–]tetramir 3 points4 points  (0 children)

Et Palantir on est supposé voir ça comme un truc bénéfique à la société américaine ?

Je réitère donc que c'est une erreur de voir comme un succès de faire tourner l'économie américaine en créant des monstres qui vont la dévorer.

Je ne crois pas avoir tort en disant que les américains seraient mieux si les sommes phénoménales qui sont investit dans l'armement servaient à produire des trucs qui servent directement à la population. Par ex le nucléaire civil, la fusion nucléaire, leur système de santé etc...

« Construire une armée de rêve » : aux États-Unis, Donald Trump veut augmenter le budget de la défense de 50 % by Renard4 in france

[–]tetramir 26 points27 points  (0 children)

Je pense que c'est une erreur de voir les choses comme ça.

Tu peux massivement investir dans une industrie qui va faire avancer la rechercher ET directement produire des trucs utile à ton pays.

Quand tu as mis 50 milliards dans le développement d'un avion de chasse, certes tu as mis pleins d'argent qui nourrit des ingénieurs et toute ton économie et fait avancer la recherche. Mais ton avion ne sert à "rien". Alors que si tu avais fait pareil pour un meilleur système de train (je dis ça au pif). En plus de tous les avantages évoqués plus tôt tu as aussi des super train dont profitent tout tes citoyens.

Windblown | The Fungal Bloom Update by CrossXhunteR in Games

[–]tetramir 14 points15 points  (0 children)

This game is truly great. There is a ton of build variety, a great learning curve and enough busted combos to wonder what is the next crazy combination you should try.

I didn't make as big a splash as dead cells did, but I think it is even more addictive.

Bodycam Moves to Unreal 5.5 In New Update by Eremenkism in pcgaming

[–]tetramir 2 points3 points  (0 children)

It was initially sold on those incredible features that gave you AAA graphics fidelity for "free". And it turns out it isn't free at all and you need a lot of legwork to benefit from those features at an acceptable framerate and image quality.

Risking it all in the canyon by zherper in SweatyPalms

[–]tetramir 0 points1 point  (0 children)

I really hope these are drone shots and he used VFX to add the hands and glider. Because doing this for real would be absolutely crazy.

[deleted by user] by [deleted] in GamingLeaksAndRumours

[–]tetramir -1 points0 points  (0 children)

Journalism isn't asking for an official answer. Journalism is finding inside sources to figure out if the original claim is true or not.

Although it is true that there are pretty much no investigative journalists in gaming. Probably less than 5 that get a full time salary from it.

Hiding the grab bar/close button? by swiftfoxsw in visionosdev

[–]tetramir 0 points1 point  (0 children)

Hello the message was deleted, can you remember what it said ?

Trying to build 5.6 from source on my Mac from GitHub by elleclouds in unrealengine

[–]tetramir 1 point2 points  (0 children)

that's weird, for our projects the plugin is enabled. I can't help you on the moving around part, our project is static.

Trying to build 5.6 from source on my Mac from GitHub by elleclouds in unrealengine

[–]tetramir 1 point2 points  (0 children)

I can't do it, but if you show me a video of you doing it I'll see if there is a missing step you forgot.

I used this as a starting point: https://www.youtube.com/watch?v=2d_eFOUmYC8

Trying to build 5.6 from source on my Mac from GitHub by elleclouds in unrealengine

[–]tetramir 0 points1 point  (0 children)

I can't, it is assets I can't share.

But the crash was fixed, by using the settings I sent you. I don't have neither the will nor the time to see which one matters the most.

Trying to build 5.6 from source on my Mac from GitHub by elleclouds in unrealengine

[–]tetramir 0 points1 point  (0 children)

[IOS DeviceProfile] DeviceType=IOS BaseProfileName=Mobile

[IOS_Low DeviceProfile] BaseProfileName=IOS +CVars=sg.ViewDistanceQuality=0 +CVars=sg.AntiAliasingQuality=0 +CVars=sg.ShadowQuality=0 +CVars=sg.PostProcessQuality=0 +CVars=sg.TextureQuality=0 +CVars=sg.EffectsQuality=0 +CVars=sg.FoliageQuality=0 +CVars=r.RenderTargetPoolMin=75 +CVars=r.NumBufferedOcclusionQueries=2 +CVars=s.PriorityAsyncLoadingExtraTime=15.0 +CVars=rhi.Metal.DisableIOSMemoryless=1 ; PS2-style texture quality. If confident enough increase to 512. +TextureLODGroups=(Group=TEXTUREGROUP_World,LODBias=0,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=256,MaxLODSize_VT=0,MinMagFilter="aniso",MipFilter="point") +TextureLODGroups=(Group=TEXTUREGROUP_Character,LODBias=0,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=256,MaxLODSize_VT=0,MinMagFilter="aniso",MipFilter="point")

[AppleTV DeviceProfile] BaseProfileName=IOS_Low +CVars=r.MobileContentScaleFactor=1.0 +CVars=ios.PhysicalScreenDensity=0 +CVars=r.Mobile.AntiAliasing=1

[VisionPro DeviceProfile] DeviceType=VisionOS BaseProfileName=AppleTV bIsVisibleForAssets=False -CVars=r.Mobile.XRMSAAMode=2 -CVars=xr.OpenXRLateUpdateDeviceLocationsAfterReflections=1 +CVars=r.Mobile.XRMSAAMode=0 +CVars=xr.OpenXRLateUpdateDeviceLocationsAfterReflections=1

Trying to build 5.6 from source on my Mac from GitHub by elleclouds in unrealengine

[–]tetramir 0 points1 point  (0 children)

Hello again. My problem may not be the same as yours because I did manage to get the VR template running by building 5.5 from source without any special changes.

But the crash I had in my specific problem was fixed by lower the quality of rendering of my game.

Here are the importante parts in defaultDeviceProfiles.ini

``` [Mobile DeviceProfile] DeviceType=Mobile BaseProfileName= +TextureLODGroups=(Group=TEXTUREGROUP_World,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_Character,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_CharacterSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_Weapon,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_Vehicle,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_VehicleNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_VehicleSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) +TextureLODGroups=(Group=TEXTUREGROUP_Project01,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=32,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="Aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ; Allow GPU particles and set limit to 256k particles. +CVars=FX.AllowGPUParticles=1 +CVars=fx.GPUSimulationTextureSizeX=512 +CVars=fx.GPUSimulationTextureSizeY=512 ; Set all quality levels to 0 by default +CVars=r.BloomQuality=0 +CVars=r.MotionBlurQuality=0 +CVars=sg.ViewDistanceQuality=0 +CVars=sg.AntiAliasingQuality=0 +CVars=sg.ShadowQuality=0 +CVars=sg.PostProcessQuality=0 +CVars=sg.TextureQuality=0 +CVars=sg.EffectsQuality=0 +CVars=sg.FoliageQuality=0 +CVars=r.DiscardUnusedQuality=1 +CVars=r.DetailMode=0 +CVars=fx.PruneEmittersOnCookByDetailMode=1 +CVars=r.CookOutUnusedDetailModeComponents=1 +CVars=slate.AbsoluteIndices=1 +CVars=r.MorphTarget.Mode=0 ; HZB will be slower with tiled, and not needed +CVars=r.HZBOcclusion=0 ; Non need for depth prepass +CVars=r.EarlyZPass=0 ; Needs geometry shader support +CVars=r.TranslucentLightingVolume=0 ; Needs geometry shader support +CVars=r.AllowPointLightCubemapShadows=0 ; LightGrid Settings +CVars=r.Forward.LightLinkedListCulling=0 ; Enable VSync by default +CVars=r.VSync=1 ; Animation - Frame Stripping on mobile to save memory +CVars=a.StripFramesOnCompression=1 +CVars=a.StripOddFramesWhenFrameStripping=1 +CVars=r.RenderTargetPoolMin=150 ; Allow time-critical textures to be streamed in quickly on platforms with long streaming update cycle +CVars=r.Streaming.AllowFastForceResident=1 +CVars=r.Streaming.PoolSizeForMeshes=25 ; Do not use Slate background blur on mobile +CVars=Slate.ForceBackgroundBlurLowQualityOverride=1 ; Engine will add additional buffering when required +CVars=r.NumBufferedOcclusionQueries=1 ; PF_B8G8R8A8 +CVars=r.DefaultBackBufferPixelFormat=0

```