k3nt Posted October 23 Posted October 23 The FPS Template has missing images from bullet impacts and when i shoot i just get a white image instead, which is lagging the game. Shooting in the sky when theres no impact causes no lag. I guess we need an updated version of the fps template with the images and everything else that might be missing. Edit: I think the terrible lag might come when shooting the terrain. I try to shoot other entities and it feels like there's no lag 1 Quote
Josh Posted October 24 Posted October 24 In the script editor log, are you seeing errors like "Failed to load texture..."? I tried a new FPS project and I don't see any missing textures. I do see a pause the first time I shoot. I think the engine is probably compiling a shader for the first time when that happens. The only way around this would be to precompile all shaders in advance, which would make load time a bit slower but might be a good idea. At most it would only be a few seconds, not several minutes of shader compiling like some other games have. 1 Quote Let's build cool stuff and have fun.
k3nt Posted October 24 Author Posted October 24 17 hours ago, Josh said: In the script editor log, are you seeing errors like "Failed to load texture..."? I tried a new FPS project and I don't see any missing textures. I do see a pause the first time I shoot. I think the engine is probably compiling a shader for the first time when that happens. The only way around this would be to precompile all shaders in advance, which would make load time a bit slower but might be a good idea. At most it would only be a few seconds, not several minutes of shader compiling like some other games have. I get no errors at all Quote
Josh Posted October 24 Posted October 24 Okay, this probably means there is no missing texture. What GPU do you have? Have you updated graphics drivers recently? Quote Let's build cool stuff and have fun.
Josh Posted October 24 Posted October 24 Found this screenshot in Discord, this helps. Looks like it is the particles, not the decal. 1 Quote Let's build cool stuff and have fun.
k3nt Posted October 24 Author Posted October 24 25 minutes ago, Josh said: Found this screenshot in Discord, this helps. Looks like it is the particles, not the decal. Yea sorry, thats what i meant 1 1 Quote
Josh Posted October 24 Posted October 24 What GPU do you have? Is transparency / refraction on or off in the settings menu? Quote Let's build cool stuff and have fun.
k3nt Posted October 25 Author Posted October 25 13 hours ago, Josh said: What GPU do you have? Is transparency / refraction on or off in the settings menu? Quote
k3nt Posted October 25 Author Posted October 25 13 hours ago, Josh said: What GPU do you have? Is transparency / refraction on or off in the settings menu? RTX4060Ti is my GPU 1 Quote
Josh Posted October 25 Posted October 25 Okay, will do some more testing and determine what is going on... Quote Let's build cool stuff and have fun.
Josh Posted October 25 Posted October 25 I created a minimal example. You can use the .bat file to launch straight into the map, in windowed mode. It should look like this after you shoot: Please tell me what your results are when you run the game. Quote Let's build cool stuff and have fun.
k3nt Posted October 25 Author Posted October 25 36 minutes ago, Josh said: I created a minimal example. You can use the .bat file to launch straight into the map, in windowed mode. testgame.zip 69.15 MB · 1 download It should look like this after you shoot: Please tell me what your results are when you run the game. I launched the exe but got no weapon, only the player and the ground Quote
Josh Posted October 25 Posted October 25 I don't understand, I just downloaded and extracted it: Quote Let's build cool stuff and have fun.
k3nt Posted October 26 Author Posted October 26 3 minutes ago, Josh said: I don't understand, I just downloaded and extracted it: Well, this is what i get, i tried the bat, the exe, and the solution too Quote
Josh Posted October 26 Posted October 26 I can see the problem. The file path to the prefab is being stored as an absolute path! Quote Let's build cool stuff and have fun.
Josh Posted October 26 Posted October 26 Okay, I have updated the game now with the correct paths. Please let me know what this does: testgame.zip 1 Quote Let's build cool stuff and have fun.
k3nt Posted October 26 Author Posted October 26 5 hours ago, Josh said: Okay, I have updated the game now with the correct paths. Please let me know what this does: testgame.zip 69.15 MB · 1 download Okay, i tested it, and it seems to work. No missing images. One thing that i noticed is that there are some visual artifacts when you shoot at the same spot, due to transparency of the material i think, but most importantly is that it feels like there's a frame drop, not as big as when i had it in the current project where i get white images when i shoot the terrain, cos game literally freezes when i do that, but still, it feels like the frame drop is a little noticeable. Quote
Josh Posted October 26 Posted October 26 I see a lot of inconsistency in that pause. Sometimes it is hardly noticeable and sometimes it is slow. I think it is caused by the particle shader being compiled when it is used for the first time. The solution is for me to pre-compile all shaders when they are loaded, instead of the first time they are used. This will increase load times by a few seconds but eliminate this problem. Quote Let's build cool stuff and have fun.
Dreikblack Posted October 27 Posted October 27 10 hours ago, Josh said: he solution is for me to pre-compile all shaders when they are loaded, instead of the first time they are used. Is there a way to do it at 1.0? Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Josh Posted October 27 Posted October 27 33 minutes ago, Dreikblack said: Is there a way to do it at 1.0? Maybe I can try a quick test, but if there are any complications it should be tested in real usage before making it the default behavior... Quote Let's build cool stuff and have fun.
Dreikblack Posted October 27 Posted October 27 22 minutes ago, Josh said: Maybe I can try a quick test, but if there are any complications it should be tested in real usage before making it the default behavior... I'm talking about doing it via game code in Ultra 1.0 version. Can't use 1.1. Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
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