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.
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.
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.
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.
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 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.