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Genebris

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    Moscow, Russia

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  1. Genebris

    Sot Kaal

    3 downloads

    Heavily pixelated platformer because I thought that Leadwerks community was missing one.
  2. Genebris

    Anesthetic

    5 downloads

    Very fast and difficult arena FPS where the goal is to kill as many enemies as you can until you are dead. Collect ammo and health pickups to stay alive longer. Features: Bunny hopping and wall jumping 3 weapons: Anesthetic. Shotgun and Firework. Firework's rocket inherits a percentage of your speed when launched 2 types of enemies: mele and archers Steam leaderboards Painkiller OST a.k.a. "The best music in games" by Mech
  3. If you try to use dots for animated characters, you are going to have a fun time with their experimental dots animations system My point is that their SRP batcher already solves most of the CPU side bottlenecks and DOTS isn't helping with anything other than heavy gameplay logic, but then you end up with terrible animations, no ucclusion culling and so on. That's what Cities Skylines struggled with. They are adding new GPU resident drawer which is supposedly similar to DOTS hybrid renderer, which I have already tried with no benefit. Also, there is already progressive GC and I've never seen GC lags since it was added. GPU optimization is where the devil is, CPU is easy (from my Tech Art side).
  4. Genebris

    Finishing Touches

    Starfield just released without RTX because they realize it's just a scam by nvidia to sell you useless expensive hardware.
  5. How much photorealism can we get without being rendering engineers? I think every modern renderer does linear color space + HDR + ACES color grading. I understand there's no lightmapped or realtime GI at the moment, but you do have reflection probes. What are our options to do aimbient occlusion, which is essential for photorealism? I assume shader uses AO map for a model, any other way we can have AO on the environment? If I drop a bunch of Megascans models, how close do I get to this render ?
  6. Genebris

    Grid Everywhere

    Does it need to be cut from there for the release build then?
  7. Genebris

    Grid Everywhere

    Is this like a post processing effect or a feature of the regular material shader?
  8. Genebris

    Selection Highlight

    Looks cool. Can we have an option to remove the overlay color? It messes with you when you adjust material of this object
  9. Blender shows there are 2 different normals here. If I dissolve the edge and create it, there's now 1 normal vector here and shading is fixed on this edge. I would guess vertices aren't getting split like you would expect.
  10. If I just delete any edge and recreate it the same way, it fixes shading. Can they be connected incorrectly somehow?
  11. Yeah, this is not good topology. It's also bad for GPU performance. Can you merge vertices that are too close?
  12. Well, I have 3GB of VRAM so 4 or 9 GB can only fit if RAM is used alongside. I'm pretty sure that system works for both. They call it "GPU memory" and to my layman understanding it's not only VRAM. Either way, the total size of textures in memory profiler becomes exactly what I type in the system. That project only runs due to that system.
  13. Saving up RAM. It clears 5GB for me in Unity. I have 9 GB of textures in a scene and with a checkbox tick I get just 4 GB, no visual impact.
  14. Unrelated, but do you plan to add mip maps streaming from disk depending on distance?
  15. How come it understands Ultra Engine API? I thought they included blender scripts and possibly documentation into training data set to make it write blender scripts. But now it can work in any environment?
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