if it's any consolation, even my core2 2.3ghz, 4mb has 5% more single core stats than the 8 core amd.
i don't envy your position, but if it was me i'd just release it for intel only and say the amd version will be made later if there's a demand for it. if so, during dev you'd need to underclock your i3 until it benches well below the amd 8 core, and likely sell it for 1/2 the price of the intel version, since so much stuff will need to be culled it will be barely recognizable.
Thanks for the suggestion Indiedev. I if do release it commercially , I will just add a disclaimer. there is nothing I can do about AMD processors , and there's nothing I can do about 3D rad's technical abilities. I have already re-built Caged Photon twice. each time reducing the poly count and texture details on every model in the game.
I am pretty happy with how Caged Photon is right now. I don't plan on re-building it a third time. I will look for a patch for AMD processors , if such a thing exists. thanks to everyone for you feedback.
your i3 scores 1760, while my a8 gets 1415, only 3 amd's come close to your i3 [like latest fx-9590], and it seems even some newer low clocked i7's [2.4ghz] will struggle with your game, while many of these may be embedded or laptop cpu's, even 1st gen 3.3ghz i7's are on the same level as my a8, so it's a real eyeopener.
Thanks Indiedev for your help. I will think about ways to improve Caged Photon. In the mean time , for anyone who wants to see Caged Photon at its max details , here are the Full Shaders and the fixed project files.
well i managed to get 12-24fps [instead of 3-16fps] by deleting all your shadow skins, would get even more almost playable if you disabled the rigid shadows as well, try the script below and make it a game option, or may need to re export as non shadow rigids. this script disables all shadow casting, but not the simpler surface shadows which is done on the skinmesh properties [leave them on].
as for the multi-threads, it seems i was wrong - your game was just stuck on the shadows/1 core, after the above test it evened out across all 4 cores at 40% each, but it could also be that rad's multi thread code is just not well optimized for amd.
Thanks Indiedev . you are a real trooper. I never thought to delete the shadow mesh of the rigid bodies. I will do so tonight , since nun of the rigid bodies are visible. Ive managed to get the FPS on the Geforce 620 gt to 30 fps @ 1280x720 and I get +-22 FPS @1366x768 on the geforce 620 gt, by taking down the poly count on all the character models by 50%.
Other than FPS issues . are there any other experiences that are not right while playing Caged Photon? Is there anything that you would like to see added to caged photon?
Indiedev you are a tough customer to please. About the controls, it plays best with a gamepad. I design and play all my 3d rad games with a gamepad. Im so tired right now. will do more edits to poly count and project files tonight, if I dont pass out from being tired.
Ive started putting the no-shadow option in Caged Photon. frame rate increased quite a bit. Im going to try and add lightmaps where I can, but Im still new to the concept of lightmaps, so it might take some time to get it right.
or you can redo the shadow meshes so that simple, reduced face ones are only used where needed: e.g- a square building with 2000 faces [with windows/doors etc]= make a 1 face square shadow mesh for external, internal can be light mapped or even just create the shade vertices yourself to apply darker textures with blurred edges maybe.
i'd like to try your space races but the way to get there is too much for my system/glitched controls, so PM me if you want me to test it without revealing too much publicly.
Hey Indiedev. I can send you the space race level separately compiled . it should be small in size. I'll send it with all the upgrades unlocked.
Just to let you know. I tried to make Caged Photon in one BIG scene , with every level in one project ( like Hungry Overlord), but my system couldnt handle even two enviroments in one project file , thats why I split Caged Photon into separate levels.
And by the way, if you think that your spaceship is slow, then goto the upgrade center and upgrade your spaceship, once you get all the upgrades , the ship becomes more agile and faster. I didnt design the spaceship to win the space race on default settings (without the upgrades). and use the lightning gun to blast asteroids out of your path.
But honestly I wanted this kind of stuff to be secret, so the player discovers it by himself, but its fine.
Thanks Indiedev, you have been a great help. Im learning even more than I expected.
Here is , hopefully , the last update for Caged Photon . Thanks to everyone who tested Caged Photon, without your feedback , the end result would have been different.
The download is 52mb , which unzips to 130mb . all you have to do is copy the contents of each folder to its corresponding folder on your system. In this update Ive added the no shadows option , and Ive taken the Poly count of the character models.
Hey rad guys and girls. Im planning a 2017 release for Caged Photon. Ive been super busy with other projects , and work . I only recently got time to address some of the things I wanted to add to Caged Photon. Are there any suggestions on where I can distribute Caged Photon? I know of itch.io and a couple other sites.
Thanks to everyone who tested Caged Photon, and helped me with the technical side of 3D rad , I hope the end result makes you happy, even if it is for a couple hours.
not tested last update yet, but if runs ok will use level modding to skip to races, but name order is less obvious than ace strategy, all i need is the name of the 1st levels project file [walking around with lift going up/down.]
Hi Indiedev . I forgot to upload the racing level for you , will bring it tomorrow. But can I ask why you want to skip levels? you might miss the Tom and Hana shower cutscene hahahaha, just joking . will upload the race level tomorrow
i won't need the upload if you tell me the 1st level name, and the name of the race level but i assume it's 'spacecup train new intro scene.3dr' and 'spacecup race level'?
i want to skip to race as i can't get anywhere on foot [and prefer vehicle based games anyway], i keep getting stuck in lift or in corners/walls. does this ever happen to you or others? if so it should be fixed before even considering releasing it. similar thing happened in ace strategy so seems a common character bug in rad, maybe it's the rigidbody sphere? you should add a backwards button too, if not, a reset button would help when stuck with updated checkpoints in the level.
Okay . you got the names of the levels right. I could implement a controls system by using the "no-mouse" movement script , that I found in a sample project , but then ill have to redoo every walking scene. but as long as you are moving forward and turning , you can get out of corners . the reason for my buggy control system is because 3D rad only allows for one active input event to "show" a rigid body. if you have more than one active event on input ,which both show the rigid body, then 3D rad will only work on one of the input events , and ignore the other one.
But here is the race level. because you asked so nicely . its 47mb , and has all the upgrades unlocked .