GameDev Pulse
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This framerate at the beginning of Borderlands 4 on PS5 PRO. Imagine the base consoles in the middle of the game.
People are saying that the game is indeed fun, but techical condition sux arse. A lot of people can't make it run past main menu (or intro sequence).

#UnrealEngine@GameDEV
#Bugs@GameDEV
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When Epic Games merged UE Marketplace with Sketchfab and ArtStation Marketplace, they kinda forgot to make it available inside the launcher. And finally it's there!

#GameAssets@GameDEV
#UnrealEngine@GameDEV
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Wow, someone actually compared Nanite vs LODs in Unreal Engine 5.6:

LODs are faster, less noisy, and spend much less memory.

The case is even more noticeable if you will try to compare Virtual Shadow Maps and the basic Shadow Maps. VSM has artifacts and consume much more resources.

https://www.youtube.com/watch?v=UP-dBjoc0vQ
#Renderin@GameDEV
#UnrealEngine@GameDEV
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The WHAT?

Unity and Epic Games announced a partnership plan to make Fortnite creative mode stronger. It will support games made with Unity and aimed at lower-powered systems.

For Epic, it will help to gain wider audience and compete against Roblox. All the people who are not able to run heavy games will now be able to try more simple and common experiences from the same launcher.

For Unity, it will provide an additional market and going to help them to earn far beyond the subscription plan.

And Unity will bring their In-App Purchases SDK to Unreal Engine developers too. Which will make it easier to use cross-platform stores and accounts.

#Unity@GameDEV
#UnrealEngine@GameDEV
#EpicGames@GameDEV
#WTF@GameDEV
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Wayward Realms, an open-world fantasy RPG directed by Ted Peterson and Julian LeFay (lead developers on the original The Elder Scrolls Arena and Daggerfall) moved their game from Unreal Engine 5 to a custom in-house engine.

Why? Performance!

With the new system they were able to achieve solid 30 FPS on an ancient laptop, get almost perfect 30 on the original Nintendo Switch and provide a stable Linux support.

And they can now load the entire engine in 300ms, or the entire map (4 times the size of Manhattan) in under 1 second on modern hardware.

PS. Some say it's a fork of Wicked Engine.

#UnrealEngine@GameDEV
#GameEngines@GameDEV
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It's not yet a widely known thing, but one fella is making forks of Unreal Engine 4 and 5 to move away from Nanites and Lumen, but also from Chaos Physics.

Instead he brings GI library from NVIDIA (which they open sourced time ago), tessellation, PhysX (which was also open sourced), and so on.

Which unfortunately means, he works with 5.0 as the primary source and backport some features to 4.x. For example, nice animation and modelling tools are unavailable.

To use the fork you have to be in Epic Games organization on GitHub (due to how Unreal Engine is distributed). Yes, even forks are tracked by Epic.

https://x.com/theredpix

#GameEngines@GameDEV
#UnrealEngine@GameDEV
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In most cases you better avoid making hand-painted weights for wind distribution of every single plant, dammit!

You can simply use object-space to apply gradients from the origin based on height and distance from the stem. And apply the angle of the stem. Or at worst a mask that will apply more force to leaves.

https://www.youtube.com/watch?v=q8WL1Z1W4Gs
#IndieGames@GameDEV
#UnrealEngine@GameDEV
#Tutorials@GameDEV
#Blender@GameDEV
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Bought Dead Island 2 since it is on huge sale. Big mistake and yes, I requested the refund. The visuals are blurry as hell regardless of the settings. Several steps of rendering are blurring every frame in a variety of ways. So you can't fully fix it even with engine commands.

The worst feeling with Unreal Engine game... be aware and do not buy even on sale.

#UnrealEngine@GameDEV
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I was so disappointed by the micro stutters of Hogwarts Legacy and Dead Island 2, that I kept complaining about Unreal Engine 5.

Today I remembered that both are running on custom Unreal Engine 4. They don't have Nanite or Lumen. They are the worst performing Unreal games by far where even 100 FPS feels like 35 very often. And non of their issues are related to modern Unreal features.

#UnrealEngine@GameDEV
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Good news, everyone!

Apparently, Arc Raiders fans discovered a new performance issue in Unreal Engine: if your mouse is modern, it can run at 500, 1000, or even 2000Hz (polling rate). The input system of Unreal Engine (and some other apps and engines) go nuts if your mouse is not 250Hz. At 500+ it does some odd compensation and it makes the input inconsistent.

This adds up to extra computation of camera culling, LOD, and lighting that the engine must show and hide when you look around. And it feels as stuttering.

For some mice the setting can be found in apps, for some it's literally a button underneath. You need faster rate for competitive multiplayer, but almost no engine can really work with 2000Hz, for example. Unreal sets no limiter on the input and every USB command make it stop to receive it and review. Now imagine it has 2000 of them when the CPU is already overloaded.

#UnrealEngine@GameDEV
#Hardware@GameDEV
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