Definitely interesting game to show off ue6
Having done 1k hours few years back in the game , I expect to get easily over 120 real frames, everything else is secondary. Otherwise its too hard to read how fast the ball is going and what direction far away in the field imo
Ive recently converted back from ev to gasoline for the nice engine noise. There is probably a market for that weird new ferrari, but I think in that price class… I would start looking older gasoline cars instead…
Everyday car, EV 100%
Now is the perfect time to write your own engine. The argument in the past was that you don't have time to write all the less important generic features. Now, the LLM will do that for you. You can focus on things that differentiate your product.
How did the gfx industry end up like this... So many gigabytes of PSOs... So many different level of caches: RAM caches, disk caches, cloud server caches...
So much (almost) identical code repeated over and over again :(
LOL turns out I was spending 15ms on memset every frame on every thread.
fixed, now ~130 FPS (still slow)
but shows how it's good to always profile first
This effect was done to replicate the look of subsurface scattering before it became technically possible (around 2002) - it was common in post to combine multiple renders and paint in extra skin shading.
https://t.co/Wz0c8cXNrM
I guess I had the hunch that most things are useless in DX12 and vulkan, but its nice to get confirmation!
I really like the binding api part...
Hope it won't take long until we could use API like this :)
After nine years of development, meshoptimizer has reached its first major version, 1.0!
This release focuses on improvements in clusterization and simplification as well as stabilization. Release announcement with more details on past, present and future is below; please RT!
More investigation revealed that (it appears), the creation of a DX11 context is causing the NVIDIA driver (I'm using a 4080) to put the GPU in a higher-power state, which improves perf over whatever default power state is used when just using a DX12 device.
6/
Seen post about fps dropping from 1.67ms to 3.33ms in effect heavy combat situation.
tbh I haven't experienced it so I don't know how bad it actually feels, but!
Big fluctuations like that are bad frame pacing wise and can feel bad.
Also the 1.67ms becomes a "lie"
New WebGPU terrain renderer build with new map and shadows!
Below: Running at stable 120Hz on ROG Ally.
Test it on your browser:
https://t.co/RgwJPBkTas
Sad news. I worked at RedLynx during my early career for 12 years. Now they fire 60 people and stop making console / PC games and focus only on mobile games. Ubisoft hasn't been doing well recently, so changes like this were expected of course.
https://t.co/pxn442KVxc
Our first GPU-driven renderer landed production in 2013 (XB1/PS4).
Tech artist immediately wrote a Houdini script and populated 1 million individual rocks. Draw calls were free, but lowest LOD rock = 100 triangles. I could see the future.
Today UE5 Nanite games run slowly :)