I really like these quick updates. I can listen to you talking about nerdy stuff for ours, so I hope you make more/more often. Keep it up! Amazing work
@ThatOneGuy-gd8jm
Жыл бұрын
Yes, it would be cool to have a visual effect for pain or drug induces hallucinations. I've seen some games that have visual effects for being bitten by a zombie, broken glass or blood covering the screen.
@MonsterJuiced
Жыл бұрын
Nanite is great. You can get yourself more performance if you take into consideration overlapping polygons. For example if you have lots of polygons intersecting the floor or say bushes intersecting each other, it doesn't clip those polygons from view and count towards polygon overdraw. I think epic are working on this but it was one of the issues they highlighted a while ago. So the less intersecting polygons you have the better for performance. Eventually when your scene is built, you can select chunks of the map and export them as fbx where you could clean them up in blender then export back and apply nanite. It will keep the material and texture info. Also DON'T FORGET that a packaged version of your game always performs much better than in-engine preview.
@BoroCG
Жыл бұрын
Oh, that's some intense insight, thanks! Gotta make sure the models, and groups of models, are as clean as possible. Also, you can remesh and probably clean in UE5 hmmm
@MonsterJuiced
Жыл бұрын
@BoroCG you can, remember that the remesh will edit all instances of that mesh, so if you're trying to cut out a root on a tree, it will do that for them all, unless you duplicate it. Don't worry too much about intersection, just avoid it where you can and you will see results :) I think remesh may also let you save as a new asset btw now that I think about it. So yea for some situations you could do that if you find that half the mesh is hidden inside a landscape or cliff face.
@mindped
5 ай бұрын
@@BoroCGyes overdraw hurts big time on nanite.
@diddoinarow8846
Жыл бұрын
With the Unreal engine rendering, big problem I see right now is that all the monsters look waaay too pale or white to the point of looking like they lack texture and does not have interaction with the ambient. I think you should consider adding more dirt / grime effects on the texture of the Guts NPCs via Substance Painter, so they do not look 100% clean off but feel grounded inside the game. Another thing I noticed is that the forest look a bit too much uniform with colour of leaves and tree. You should consider to add more colour variety and diverse types of trees through the forest. Variation in ground altitude could help too.
@lanzak7677
11 ай бұрын
I think that he didn't add the textures to the monsters yet and I'm sure he's going to texture the trees later he was just testing for now
@Descendant404
Жыл бұрын
The game - is looking good for one guy 🐐
@Crompwell
Жыл бұрын
This is a technical marvel and I'm grateful that you're publishing this, but I would also like to remind everyone that no gamer has ever enjoyed or recommended a game experience solely because the game could render a large amount of realistic leaves on the ground.
@BoroCG
Жыл бұрын
Yeah I don't think anyone ever argued with that :)
@leethememerwolf
Жыл бұрын
I love how the games coming out! you are doing fantastic
@dpap117
Жыл бұрын
Unrelated to UE5 but: For your playable character, you can use Mixamo for animations. All you have to do is download their rig, apply it to your character and then you can apply a bunch of animations (that have been made for you already) to them which will save you a lot of time as well as give it a more professional look. There is even a Blender add on for Mixamo, but idk anything about that so you'll have to look into it. Nothing against John and his wonky run though xD
@scantinstance5256
Жыл бұрын
you should defenitly integrade those low fps visuals for nausa. maybe put on more filter wich blurs the edges of the Pixels and it would be a very interesting feature
@efs3
Жыл бұрын
Love the way this is evolving! Can't wait to see where this'll go... Have you thought about making shadows in areas that are blurred less detailed? It could be a way to leverage the depth of field feature to impact performance! Keep up the great work!
@kesslau
7 ай бұрын
My guy's listening to Brutus, such a great band!
@alexhydron
Жыл бұрын
12:39 I wonder if that can be used for hallucination effects in certain sections of the game!
@Jamesww115
Жыл бұрын
Are you planning on putting the game on steam also love the video
@itsMBWAAA
9 ай бұрын
Love that sapling generator
@Omili
Жыл бұрын
Could you use the resolution lowering as a feature when getting hit/enemy sees you/watching the enemy too long (like in Amnesia) etc?
@astro_case
4 ай бұрын
UE5 - Real time rendering millions of polygons with raytracing. In fact, it wants more polygons to render. Can't get enough. After Effects - Struggles to preview a vector square moving across the screen at 24 FPS.
@leethememerwolf
Жыл бұрын
the graphics look really good
@requiem7179
Жыл бұрын
ngl the runing animation looks very goffy
@3polygons
Жыл бұрын
Sorry if it has mentioned before, but may I ask in which hardware are you running it? I guess this game will be distributed on steam (or similar), and the user base PCs there (if their stats are to be believed...) are kind of low... I am not sure if I did believe that most of them had like 1050ti 4gb, 1650 and rx 580 cards, and even then, that was a long time ago. But maybe it would not be crazy to try to ensure the game runs fine in those (it means more sells, and better press). And a minimum of a Ryzen 5 3600, i5 10400, ryzen 5 2600, something close to that range, maybe. Also, I don't know a thing about Unreal Engine, lol. But... Does the game once out of the editor, packaged and compiled run a lot better? I just don't know (edit: I just read it does)... I guess "optimization rules" do change drastically with this new technology (3d is 3d, though, but would need myself to know deeply the engine to learn where one can still optimize, here or there. I'm sure it is very possible).
@BoroCG
Жыл бұрын
Thanks for the tips, I’m running on 3080Ti, i9 12th gen
@Pvydrow
Жыл бұрын
although i know nanite helps with performance and with showing many many polygons at once without any huge changes to performance, that really doesn't mean you should abuse the poly count of stuff like the leaves on the ground each having thickness and a high poly count, you should continue optimizing your models to the absolute best of your abilities, you're a single dev so i imagine taking this route of modelling everything and making everything 3d will take a huge huge toll on your development time and journey overall.
@3polygons
Жыл бұрын
Just out of curiosity, I made a fast search about how do you optimize in Unreal Engine (I guess at some point I should learn this engine at least for the art pipeline...). You probably have read all this and are very aware of it. Just in case there's a 0.001 % that you wouldn't know of it (they're bits from different sources) : " Go through your render settings making sure you have HW lumen on, and the settings for shadows etc are not at their highest. " (the comment was about "HW" being disabled in some cases, I guess then running in software only) " Any material with Pixel Depth Offset enabled (anything plugged into the output pin) is insanely expensive with Nanite and should be avoided." " simplifying any WPO animation, avoiding masked materials, and avoiding PDO like the plague " Then, from someone doing optimizations in a similar scenario (I don't know if this person is right and if all of this is recommended... but some experiments could be interesting? As an artist, a lot of that reminds me to limitations we set in ray tracing renderings to take shorter time to render, so, kind of make sense. And...I'm sure there are many more ways to optimize) : - RVT (Runt time virtual texture) If your landscape contains more than 3 blending layer maybe it will be costly, check it on shader complexity, RVT is a solution for that plus it will help you to blend nanite mesh with the ground. - Level of details (Lod) for all non nanite mesh and foliage - Disable cast shadow for last one or two Lod then Enable Contact Shadows for the main light. any Lod without shadow will use Contact Shadows off-hand. - Reduce Dynamic Cascade Shadow for the main light - in my case I made it 5000 only. - Disable WPO (World position offset) like a wind effect on far LOD foliage you don't need it at long distance. - Use cull distance for foliage, specially small one. console command that help: Please check the default value for each before you change it. - if RVT start flecking you can try this command: r.VT.MaxUploadsPerFrameInEditor 8 r.VT.MaxUploadsPerFrame 8 r.VT.MaxContinuousUpdatesPerFrameInEditor 2 r.VT.MaxContinuousUpdatesPerFrame 2 r.VT.MaxAnisotropy 8 Lumen: r.MeshDrawCommands.DynamicInstancing 0 r.Shadow.Virtual.NonNanite.IncludeInCoarsePages 0 r.Lumen.Reflections.DownsampleFactor 1.98 r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold 1.7 r.RayTracing.NormalBias 5.0 r.Lumen.ScreenProbeGather.MaxRayIntensity 10 r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal 0 r.Lumen.Reflections.HierachicalScreenTraces.MaxIterations 4 Virtual Shadow: r.Shadow.RadiusThreshold 0.05 r.Shadow.Virtual.Clipmap.LastLevel 15 r.Shadow.Virtual.ResolutionLodBiasDirectional -1.1 r.Shadow.Virtual.Clipmap.UseConservativeCulling 0 r.Shadow.Virtual.Cache.MaxMaterialPositionInvalidationRange 3500 r.Shadow.Virtual.ForceOnlyVirtualShadowMaps 1 r.Shadow.Virtual.UseFarShadowCulling 0.1
@MaQuGo119
Ай бұрын
Why Mojang does not include Level of Detail in Minecraft java and Bedrock?
@doorknob7420
Жыл бұрын
im not one for techinal but i like it when he says flashlight and it sounds more like he said fleshlight
@normaalewoon6740
9 ай бұрын
Nanite is great but too far ahead of its time. World position offsets can give a lot of life in a scene with LOD meshes, especially with complex maths that would slow down nanite too much. The base cost of nanite is also too high. Lower poly counts are just faster with LODs, like 80 fps with LODs + CSM vs 50 fps with nanite + VSM in the rainforest pack on the marketplace. The visual difference is only minimal. I don't like how epic tries to neglect LODs in favor of nanite. No tesselation support, r.nanite 0 not fully enabling LODs and a complete lack of LODs in sample projects are a few examples. LODs work with lumen at least
@krinodagamer6313
11 ай бұрын
Nanite Tessellation IS A HUGE DEAL, THIS IS WHAT IMPACT PERFORMANCE ON BOTH PC AND CONSOLE HAVING AN AI TO DO IT IS MAJOR!!!!!!!!!!!!!!
@iskegt7562
10 күн бұрын
12:34 It looks like those Ai generated minecraft videos
@AlexLusth
Жыл бұрын
Nice to see you caught the big one. yeah. transparency is always rough to render. have you tried the difference between full gradient transparency vs hard cut out transparency?
@BoroCG
Жыл бұрын
Never even tried grad transparency, I imagine it would be way worse
@AlexLusth
Жыл бұрын
@@BoroCG haha, oh god yes.
@echogaming1760
4 ай бұрын
Hey man! Im a little confused how you are getting really low performance. Maybe I can help or give you some pointer options to boost FPS?
@BoroCG
4 ай бұрын
In this older video, I actually had a terrible issue with thermal pasting in my laptop. So, while the difference in performance of different versions of the game is legit, the overall crappy performance shouldn't have been that bad
@kylejennings819
Жыл бұрын
im suuuper curious what those circles are. Did some googling and I cannot find anything :o
@3polygons
Жыл бұрын
To me they did look like graphic cards...
@mindped
5 ай бұрын
i hear world position offset hurts performance on nanite.
@adventureskulldraws
Жыл бұрын
this rules you rule
@WeBuild4Life
Жыл бұрын
Going to be great for a single game company to release a AAA game with this and only enable 1 feature of UE5 :)!
@rickysargulesh1053
Жыл бұрын
Did you change something about the focus on John? He looks very low res now compared to the last video.
@BoroCG
Жыл бұрын
Probably the effect of that temporal super resolution - I changed its scale several times in the video
@AlGny2
Жыл бұрын
try a post process volume could lower performance
@shadybandit7
Жыл бұрын
what the hell im lokin at on the start?
@ZephrusPrime
Жыл бұрын
Nanite's a hell of a drug...
@tbbivi
Жыл бұрын
is this a metahuman? bc metahumans (esp more than 1 in the scene) killed performance for me until I changed a lot of settings on them 😅 but you might just look into the profiler and see what is eating your performance the most :D
@BoroCG
Жыл бұрын
I use my Metahuman at LOD3 that has cards for hair etc. Also, I baked materials on the outfit, which simplified shaders a bunch
@Ceisriel
Жыл бұрын
I have a tutorial on how you can make low poly MMO like player assets.
@nicolashf
Жыл бұрын
Love it
@Ceisriel
Жыл бұрын
Nanites are useless when you consider unreal engine burns 40% of my CPU on an EMPTY project.
@loqqn
Жыл бұрын
If you need a good voice for the game I’ll do it free!
@the_RCB_films
Жыл бұрын
that animation needs lots of work . . .
@Tigerhearty
9 ай бұрын
that guy is an horrible amateur the fact people look at his video and are wowed by the kind of things he shows, show the very low general level of litteracy in unreal engine.
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