Doğa

175 posts

Doğa

Doğa

@dcyanikoglu

Unreal Engine Animation/Gameplay Programmer - Ex @CIGamesOfficial Senior Animation Programmer - Ex @NyctophileStud1 Lead Gameplay Programmer

Katılım Kasım 2015
144 Takip Edilen357 Takipçiler
Doğa
Doğa@dcyanikoglu·
@theredpix @InstaLOD @sidefx .. and not even talking about disabling virtual shadow maps, as traditional shadows usually perform worse in complex scenes. A well cached VSM setup is always better than old shadow system.
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Doğa
Doğa@dcyanikoglu·
@theredpix @InstaLOD @sidefx I like it when people copy paste thousands of meshes in empty scene and call nanite bad. Test it with a real world example my guy. I was already using nanite in my "lowpoly" world, and tried disabling nanite for everything to see performance diff. avg fps dropped from 130 -> 120
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Doğa
Doğa@dcyanikoglu·
@PiEqualsThreeVP I recommend checking out Zephyrus laptops, as they're better choice if you're working with Unreal engine, and they have great battery life & less fan sound.
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Pi Equals 3
Pi Equals 3@PiEqualsThreeVP·
Worst thing about UEFN dev I can't work on a macbook Instead I have to lodge around a bulky, 5kg laptop + charger everywhere that sounds like a jet engine, and is useless if there's no outlet nearby.
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Doğa
Doğa@dcyanikoglu·
@EvilReFlex @kronok and even if you buy it, you still don't get full source code access.
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EvilReFlex
EvilReFlex@EvilReFlex·
@kronok Because you are hiding it behind a patreon paywall.
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Brandon Jurewicz
Brandon Jurewicz@kronok·
Sadly, Scythe wasn't selected for a Megagrant. I thought for sure this is exactly the kind of thing they want for UE.
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Doğa
Doğa@dcyanikoglu·
@Skylonxe Getting it to work on all supported console platforms would be a headache anyways
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Doğa
Doğa@dcyanikoglu·
@Skylonxe Yes, it's based on latest releases of Live++
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Doğa
Doğa@dcyanikoglu·
Seems like there are some updates planned on Live++ for #UnrealEngine 5.6. It's now directly connected into its own broker UI, giving full functionality similar to what you get when you buy a Live++ license. Unfortunately, it doesn't work yet. #gamedev #indiedev #IndieGameDev
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Doğa
Doğa@dcyanikoglu·
@Skylonxe I guess this still doesn't have much impact on default performance of the engine, unless you explicitly utilize bindless resources in your custom shaders?
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Ondrej Hrušovský
Ondrej Hrušovský@Skylonxe·
ue5-main (likely 5.7) Big Bindless Rendering refactor. No more split between Resources/Samplers CVars. Bindless can greatly reduce Nanite shading & raster bins — MIs can have minimal cost, with different param/texture values treated like a single draw. github.com/EpicGames/Unre…
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Doğa
Doğa@dcyanikoglu·
In upcoming #UnrealEngine 5.6 #Metahuman Creator Plugin, it's possible to just drag & drop clothing meshes on character to test them. It's pretty cool, and I wonder if it will be possible to use this plugin as a character creator in shipped product. #gamedev #IndieGameDev
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Doğa
Doğa@dcyanikoglu·
@RyanMuoio @Keyojimbo Can you share more details on what mask is used on layered blend per bones?
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Ryan Muoio
Ryan Muoio@RyanMuoio·
@Keyojimbo Correct. The below picture from my graph shows what is fed into Copy Motion.
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Ryan Muoio
Ryan Muoio@RyanMuoio·
I'm messing around the Copy Motion node from Epic. There is much more to experiment with, but I was comparing the poses with and without Copy Motion, and there is definitely a noticeable difference between the two.
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Assassin's Creed
Assassin's Creed@assassinscreed·
To celebrate the one year anniversary of the launch of Assassin's Creed Mirage, we're giving away free keys every week this month. To have a chance to win - all you need to do is like this post and comment with an 🦅 What platform are you ready to play on? #AssassinsCreed
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Unreal Sensei
Unreal Sensei@UnrealSensei·
Unreal Engine 6 will combine UE5 and UEFN into one engine. The new engine will allow millions of players to exist in a single universe. According to Tim Sweeney's opening talk at Unreal Fest!
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Doğa
Doğa@dcyanikoglu·
Just integrated support for grabbing geometry collections with Physics Handle in #UnrealEngine ! After some modifications to code, it's possible to manipulate each fractured piece with physics handle. I'm leaving Github PR link on the replies. #gamedev #IndieGameDev #physics
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‎Gabe Follower
‎Gabe Follower@gabefollower·
The Project Borealis team started teasing something after two years of silence. This project is an attempt to recreate the plot of the third episode, which was inspired by a "plot synopsis" by original Half-Life writer Marc Laidlaw called "Epistle 3".
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