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xxwhitedevilxx M
Maphia Clan Corporation
3861
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Posted - 2016.10.01 17:14:00 -
[1] - Quote
Hello mr. LogicLoop! A wannabe developer here. I've been doing an amateur-ish project for a while, just to exercise, and I've been just literally copying Dust 514 mechanics and gameplay (and integrating new mechanics) in Unreal Engine 4. Now, I'd have a few questions (hopefully not covered by NDA) about how professionals work with UE4:
- Do you guys often use Blueprints? Or would it be always better the good old C++? I'm asking since I find Blueprints much more "quick", at least in an early prototype stage. For example, if I have a "scrambler rifle" blueprint with charge up times, damage over charge, damage over distance etc. may I just leave it as a blueprint or would I have some kind of code inefficiency in a theorical final product?
- According to your experience, is it preferrable, in order to reduce drawcalls, to take advantage of occlusion culling, blocking out meshes in "smaller pieces" or is it better to "join meshes" togheter once you have a final level design? I've seen many people claiming the latter, but can't really see a clear reason.
- Are you going to prevalently use Parallax Mapping or Tessellation? Med-poly modeling? Or none? A mix of two of them? Or else? And why? I'm a bit confused about pros and cons of each technique, it's really not too clear to me which one is the most "cost effective" technique.
Thanks for the time, I hope you can answer these questions when you have that kind of boring "I really don't know what to do" free time.
take time or take aurums (Gò»#-_-)Gò»~~~GòºGòÉGòº [FSTNM SCDNM]
#PortDust514
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Cat Merc
Negative-Feedback. Negative-Feedback
20261
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Posted - 2016.10.01 18:56:00 -
[2] - Quote
If I had to guess about the second question, it's because you tend to be drawcall bound quite hard in most modern games. Unless you go for DX12/Vulkan.
Easy PC building guide
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xxwhitedevilxx M
Maphia Clan Corporation
3861
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Posted - 2016.10.01 19:42:00 -
[3] - Quote
Cat Merc wrote:If I had to guess about the second question, it's because you tend to be drawcall bound quite hard in most modern games, unless you go for DX12/Vulkan. Oclussion culling still requires a decent amount of CPU work.
It's essentially a quesiton of if you have more spare CPU or more spare GPU resources.
Honestly, I don't think you should worry about most of it just yet. As the saying goes: "Premature optimization is the root of all evil". Once you have something you'd like to turn into a proper game, you analyse what eats at your frametime budget and try and fix it. That's not to say that you should not consider performance at all, but I think it's too early to decide if your situation is more CPU or more GPU bound.
Thank you! Of course I'm not going to publish anything anytime soon and of course it won't surely be the poor Dust 514 copy/paste I'm doing right now as an exercise Mine was just an informative question. I'll clarify: it has a lot to do with quality. If I'm using Occlusion culling heavily, I can go fairly up in meshes polycount and not choke less performing GPUs, and could also use a clever LOD system to further reduce overall polycount, but as you said I'd risk probably too much with the CPU.
On the other side tho, I'd drastically reduce drawcalls, but I'd have to give up more complex shapes in favor of less complex shapes, would also need to give up "aggressive" LODs (since the mesh is already large enough to be at LOD0 most of the time if I don't want the swap between LOD0 and LOD1 to be overly noticeable) and, in order to maintain a good variety of details I'd need huge texture sizes (often 4k), both for Color and Normal Maps, while in smaller pieces using Occlusion Culling I can often go away with 1024 textures,and with better visual quality
take time or take aurums (Gò»#-_-)Gò»~~~GòºGòÉGòº [FSTNM SCDNM]
#PortDust514
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DAAAA BEAST
Corrosive Synergy
4449
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Posted - 2016.10.01 20:26:00 -
[4] - Quote
I want NOVA's movements to be as sweet as a mother's kiss.
When I'm not breaking controllers, I'm breaking ankles.
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