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Post by MonstaWolf on Jun 27, 2016 17:46:14 GMT
Can't wait for these! I think I'm late though, they're probs already out. I'll play them when I can!
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Post by kulu on Jun 28, 2016 10:06:01 GMT
Thanks for the feedback guys. I will put more effort into my future games. When I use my onboard gfx (shares upto 1024 mb) , everything runs terrible. I didnt know such an old gfx (geforce 9500 gt 512mb) (bought it in 2009) would be so much better than onboard gfx (bought in 2014). I didnt know the gap was so huge. Makes me sad
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Post by Power Supersport on Jun 28, 2016 11:01:27 GMT
My video card is NVIDIA GeForce 840M 2GB and it runs most of the games pretty flawless... But this game really needs some optimization...
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Post by kulu on Jun 28, 2016 12:33:45 GMT
Okay . I have put an option to disable bloom and to run on pixel shader 1. I also reduced all texture resolutions from 2048x2048 to 512x512
I have tested it on my onboard intel hd gfx. (disconnected my geforce card )
It runs at 640x480 .
Will try other resolutions next.
Anything above 800x600 lags
I dont know if this will help. But you can try a clean installation of gfx drivers. I have to do this sometimes when my 3d rad games lag.
Okay i just did a test at 800x600 with bloom and all other options enabled (onboard intel hd gfx) . And it runs terrible. (but I already knew that )
significant performance boost without bloom and with pixel shader 1 enabled.
Will post this version of Hungry Overlord soon (maybe tonight if possible).
Sorry for all these posts. I guess the 9500 gt is better than I thought (much better). Seriously didnt think the gap between nvidia and inet hd gfx was so huge.
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Post by kulu on Jun 28, 2016 16:50:41 GMT
Ive gone ahead and done the same thing (disable bloom and enable pixel shader 1 options) to Caged Photon project. (started at 12 pm and ive just finished at 7pm ) feeling like i need a break . Too much work.
Runs at 640 x 480 . Anything above 800 x 600 lags ( on onboard intel hd gfx )
I hope this helps . Will be posting new versions soon.
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Post by kulu on Jun 28, 2016 16:57:14 GMT
I will also post all original shaders for caged photon seperately, so you can see what its like instead of just using the 'default' shader. On my system it crashes with all original shaders, which is why I chose to use on the default shader.but it might not do that on your system.
I will also post the original 2048x2048 textures seperately for Hungry Overlord. For anyone with a monster pc spec.
Thanks guys for your feedback. It really has helped.
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Post by kulu on Jun 28, 2016 19:13:40 GMT
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Post by kulu on Jun 29, 2016 17:12:21 GMT
Hello Ive made the same changes i did to hungry overlord , to caged photon. Ive tested it on my onboard intel hd gfx (shares up to 1024mb) , and it runs fine at 640 x480 , from beginning to end. I was thinking it was going to crash on the 2nd level , but it went all the way to the end. So im confident it will run great on any gaming gfx (512mb and above) thanks for your help guys. I wouldnt have made these changes without your feedback. Will post caged photon soon.
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Deleted
Deleted Member
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Post by Deleted on Jul 11, 2016 6:18:25 GMT
Very excited to try out Caged Photon, seeing how good Hungry Overlord was. I'm glad to see 3D Rad is still being used.
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Post by indiedev on Jul 12, 2016 10:20:05 GMT
kulu, i tried the 2nd overlord bloom off on my gt9500 and it's very slow, i think it's all that moving fog/smoke you have outside and even inside - likely you used particles for that but it's only meant for smaller things, as said in it's help file, my advice is to never fill the screen with particles, isolate them to as small a part of the screen as you can, that's why rads inbuilt fog is static - rad just can't handle volumetric fog.
try disabling all particles and see if it's better, may even load quicker too, then add some minimal smoke only where needed, then you will be able to ramp up to 1024 textures, aim for a steady 30fps min on your min hardware specs before releasing it.
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Post by F1Andre on Jul 12, 2016 10:37:34 GMT
Hi, great project. Something new and fresh, almost like fruit ninja. Going to download it when I get back home.
Not sure if you meant makegamessa.com that is not so supportive? Help me if I got it wrong.
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Post by NicusorN5 on Jul 12, 2016 10:38:42 GMT
I played the game , I got 1-2 fps ...
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Post by F1Andre on Jul 12, 2016 17:23:31 GMT
Kulu try to take in every bit of information those guys at Make Games SA say. A large part of the community are full time game-devs and not just hobbyist. If it was me I would feel honoured that they actually took their time to write such detailed critique. That's why so much less people over there are engaged in threads, they have full time jobs.
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Post by kulu on Jul 12, 2016 18:23:32 GMT
Thanks for the feedback guys.
I really dont know why the game lags on other systems. Could it be my cpu? Seriously my system is below gaming entry level specs. And its 3 years old. And even 3 years ago it was the cheapest option. I really dont know whats going on.
I think I'll stop posting from now on.
Thanks for the feedback. Good night.
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Post by indiedev on Jul 13, 2016 5:56:45 GMT
you may not want to hear this, but it's not just the cpu, i'm 99% sure it's the fog:
1st test core2 2.3Ghz 2gb ram, 512mb gt9500 800x600 bloom off =4fps outside and inside
AMD tests: quad 3.8Ghz [1yr old] 5gb ram, 2gb gt640 [3yr old] -800x600 bloom off=4fps outside, 29fps inside -1280x720 AA off, bloom off=4fps out/inside -1280x720 AA on, bloom on=4fps out/inside
use fraps to check fps, anything below 25fps at 1280x720 should be considered unplayable.
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Post by kulu on Jul 13, 2016 11:56:27 GMT
Okay . Thanks for all the input guys. Ive gone ahead and taken down , or reduced the polys for almost every visible object. I tested on onboard intel hd gfx at 1280 x 720 , and it ran fine without bloom. If anyone is still interested . I will post this version of hungry overlord as soon as I can. Thanks for all the replies, I didnt know I sucked at modeling . . Cheers.
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Post by kulu on Jul 13, 2016 12:20:08 GMT
I just tested hungry overlord , at 640 x 480 with bloom enabled , on onboard intel hd gfx. And it ran fine, no hiccups. I dont know anything anymore. . This version will be the final version I post. Im just happy I didnt release commercially . It would have been a disaster.
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Post by F1Andre on Jul 13, 2016 17:17:32 GMT
Just remove the fog, particle systems usually eat up the RAM like crazy.
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Post by indiedev on Jul 14, 2016 3:25:51 GMT
i can see from the video that photon lags badly too, even though you say it runs fine on your pc 5fps is not 'fine', i'd fix it before promoting it any more as the final game likely won't be using particles for space dust, cave fog and misty mountains, which may look great but you are pushing rad beyond it's limits - help file quote:
'Scale (initial/final) can be any value above 0, but keep in mind that bigger particles are slower to render.'
since the game runs 6 times slower than what is barely acceptable, you need to remove 1/6th particles or reduce particle scale by about 6 times i'm guessing, i don't think polys are the issue in this [but is in the car game of 60,000 faces city]
you should have been monitoring fps during dev and not let it go below 30fps when adding things, as you have seen it's much harder to optimize after rather than during, always start optimizing the simplest things 1st - it's easier to turn off particles than it is to reduce polys and resize all textures - 2048 is too big, 512 too small, 1024 is the sweet spot and is closest to 1080p HD.
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Post by kulu on Jul 14, 2016 10:58:31 GMT
Cool . I think i will get rid of all particles.
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