What doesn't kill you makes you set up Culling 3x! 😂
From 4K textures to 2GB VRAM reality: #EchoOfSteps is alive! I focused on robust systems and the "Low First" rule: if Culling works on Low settings, Cinematic or Epic will shine.
#UE5#Gamedev#BuildInPublic#IndieDev
I'm back!
I was offline due to an ISP change (downloading 3D assets on 4G is a bad idea)
But the work continued: I refactored code and optimized Blueprints. It's running smoother now!
New assets coming this Friday!
#UnrealEngine#IndieDev#EchoOfSteps
This was all code cleanup and removing unused logic. No Occlusion Culling or Cull Distance Volumes yet, so there’s still room for more FPS!
My laptop hits 60 FPS in empty scenes, so I’m targeting 30 FPS for this project. Next update: more assets and optimizations
Hardware is not a barrier to your dreams!
Developing on a 10-year-old laptop (i5 7th Gen / 2GB VRAM). If I can build this world with these specs, you can start too. Don't wait for a "perfect" PC
Just do it, man.
#IndieDev#GameDev#EchoOfSteps#LowEndPC#UnrealEngine#UE5
In this build, I got the Checkpoints and the new death systems (falling/water) working perfectly. I actually finished the combat and traps too. We Keep moving forward!
Update 03: Optimization miracle
Boosted performance from 10 to 30 FPS even with OBS & browser active. Removed bloat & applied BP best practices to clean up the project.
For my hardware, this is a miracle! lmao
#UE5#Gamedev#BuildInPublic#EchoOfSteps#Optimization
I feel like it's taking long, but it’s a strategic choice: I’m documenting and improving every system as I build.
The goal: a workflow 10x faster and more scalable for future projects. I don't compromise on quality, but the delay bothers me. I'll speed up!
Following a great tutorial by Wellington Coloni to explore studio lighting and realistic materials in #Blender. Focus on clean sub-div topology & high-quality surfaces
Keep practicing the basics to sharpen the workflow
#ProductShot#3DArtist#Modeling#Blender3D#CGI#Workflow
Update 02: Prototyping
I chose speed and placed collectibles as static meshes instead of Blueprints. therefore I spent more time fixing it than I saved lol
Features implemented:
- Double Jump
- Collectible System
- New Platforms
#UE5#Gamedev#BuildInPublic#EchoOfSteps
My Crash-like dev journey starts now! Focus on the gameplay foundations:
- Terrain: Sculpted for immersion
- Obstacles: First traps & collision tests
- Camera: Classic platformer feel
The start is here!
#UE5#Gamedev#BuildInPublic#EchoOfSteps#IndieDev
@helderbuilds Welcome! Primary challenge is UE5 performance. Works in prototyping, but the real test is swapping blocks for final assets. My strategy: implementation -> improvements -> aggressive optimization. Not sure if I'll win against the 920MX haha, but it's fun & interesting for me!
To track my progress, I’ll be posting:
- Tuesdays: 3D modeling studies
- Fridays: "Echo of Steps" weekly updates
Feedback and constructive criticism are always welcome!
Environment study: House Archviz
Explored PCG, Lumen & Virtual Shadows. My 920MX was pushed to the limit! (Typo in my last post: it's actually 2GB VRAM, not 500MB - tired eyes! lol).
Reaching this fidelity on a low-end DDR3 card is a win!
#UE5#Archviz#PCG#Lumen#LowEndPC