nickdev

150 posts

nickdev

nickdev

@NickDev22

Sumali Mayıs 2023
63 Sinusundan1 Mga Tagasunod
nickdev
nickdev@NickDev22·
@slethion I think you deserve PhD in game design
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nickdev
nickdev@NickDev22·
@lisyarus Maybe create scenario where it would be bottleneck and test that way wether your optimization works as intended
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
@NickDev22 Presumably the number of indirect draw commands itself wasn't the bottleneck
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
I've "optimized" my entity rendering to batch instances of the same mesh (still using just one multi-draw-indirect call), going from ~17k to just 115 draw commands for this shot. Somehow it gains 0.2ms without shadow maps but loses 7ms with shadows enabled 🥲
Nikita Lisitsa tweet media
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
Ohhh wait it was a typo. This optimization does pretty much nothing to the performance, yep.
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
Finished refactoring water rendering to use the same chunk-based LOD system as the terrain, with frustum culling and async loading and stuff. No more missing chunks & holes & flickering, everything works smoothly! 🥰 #indiedev #gamedev #indiegames
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nickdev
nickdev@NickDev22·
@lisyarus how does this infinite water work?
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
Implemented the infinite* water plane - the world map now looks cohesive instead of floating in space 🥰 I'll probably want to add something more interesting on the water-horizon boundary (like some clouds, idk), but this will do for now. *10000km #indiedev #gamedev #indiegames
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tsitski (WISHLIST PARTIZAN)
tsitski (WISHLIST PARTIZAN)@tsitskidev·
some gameplay of me going GODLIKE, been working on optimization so there isn't anything exciting to show today, other than this GODLIKE gameplay
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tsitski (WISHLIST PARTIZAN)
tsitski (WISHLIST PARTIZAN)@tsitskidev·
look at me being a real dev, here's a custom render pass that renders a shader ontop of the existing render at a lower resolution, allowing me to render the fog shader over the entire screen, at 1/8th res with blurring! no more gpu bottleneck at high res!
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tsitski (WISHLIST PARTIZAN)
tsitski (WISHLIST PARTIZAN)@tsitskidev·
@yagoandradev custom render pass based off of unity's built in full screen render pass + the option to render at lower resolutions, then a full screen version of my existing fog shader, idk if this is helpful but im running out of words 😱
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nickdev
nickdev@NickDev22·
@thomasbrushdev how does that work? is body and legs separate from hands rig?
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Thomas Brush
Thomas Brush@thomasbrushdev·
Finally added a body to Tiny / Vincent in Twisted Tower. It's the *little things*
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
Implemented a Z-prepass, gaining extra 2ms in a certain foliage-heavy scene. Here's "quad overdraw" capture from RenderDoc - most overdraw now is due to triangles being too small for distant terrain. (here, darker is better) #indiedev #gamedev #indiegames
Nikita Lisitsa tweet mediaNikita Lisitsa tweet media
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nickdev
nickdev@NickDev22·
@lisyarus Haha thanks, no problem. I'm slowly figuring it out I don't even remember what I wanted to ask when I worte this😅
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
@NickDev22 Hey, so sorry for a late answer! I haven't implemented light shafts myself but I think I know the technique pretty well! You can dm me, if that's still relevant 😅
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
Still kinda blown away by the scale of my game's world and all the possibilities it has. Imagine it filled with rivers, deserts, lakes, towns, mines! 🔥 Ugh, so much more work ahead. (please ignore the weird cloud shadows 😅) #indiedev #screenshotsaturday #gamedev #indiegames
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nickdev
nickdev@NickDev22·
@sean_gause can you quickly explain algorithm of how that swinging is achieved?
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Sean // Hear Tell of Hauntings🥀
Unity's physics joints don't get along well with parenting, so I wrote a script that fakes some lantern swingy movement. No physics required!💡
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nickdev
nickdev@NickDev22·
@Protox0 How it looks like indirect instancing wasn't caus3 recent performance improvement so fps will be further improved hopefully
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Protox
Protox@Protox0·
@NickDev22 Good explanation, I saw that indirect instancing still has a lot of bugs so won't be used for a while as default.
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nickdev
nickdev@NickDev22·
@lisyarus And shader values are controlled from code to achieve day night cycle right? Like colors and stuff. And fog/lighting maybe also
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
Btw the moon actually has correct moon phases & makes a full cycle in 30 in-game days, which is exactly the length of one season (spring/summer/etc) #indiedev #gamedev #indiegames
Nikita Lisitsa tweet mediaNikita Lisitsa tweet media
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nickdev
nickdev@NickDev22·
@Protox0 Yeah, hopefully there will be as much work done as possible to reduce cpu time.
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