daftsoftware

20 posts

daftsoftware

daftsoftware

@daftsoftware

Tham gia Kasım 2023
95 Đang theo dõi138 Người theo dõi
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Alvaro Jover-Alvarez 🦆
It's time for a new article! 🚀 Ever wanted to learn more about Iris replication? Today we're diving deep into #UE5 Iris to learn how to implement custom Network Serializers :) RTs and follows are always appreciated! 🔃 #gamedev #UE5 #Multiplayer #Iris #Networking
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Alvaro Jover-Alvarez 🦆
I wrote a short introduction about #UE5 Iris' replication filters! #gamedev RT and follows help tremendously! :)
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Quod Soler ☀️
Quod Soler ☀️@QuodSoler·
If you missed this week's newsletter on achieving 1000+ FPS in Unreal engine don't worry. I have also published a blog post version. You can find the link down below 👇
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daftsoftware@daftsoftware·
@skx_doom Wondered when someone was going to make good use of the plugin hooks for GI, very nice.
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Dmitry Karpukhin
Dmitry Karpukhin@skx_doom·
I got something crazy for today - custom GI from a plugin in #UE5!! This is super rough and unoptimized sketch, but it's already faster than Lumen, though of course it's muuuch less accurate. Here I'm just imitating Large Scale AO using Global SDFs, no sun light bounces yet.
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daftsoftware@daftsoftware·
@Hevedy Haven’t actually been keeping much of an eye on it since around 5.1 because that was last time I bothered doing any dev in VR but it seems still quite well maintained all things considered
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Hevedy
Hevedy@Hevedy·
@daftsoftware 👏Awesome work, maybe the best thing for VR games and such. I'm wondering since Epic wants Deferred rendering on UE5 for every platform, did Forward+ had actual updates recently?
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daftsoftware@daftsoftware·
@QuodSoler It will work with lightmaps but specifically the option and permutations for static lightings are disabled in the default engine config so you will need to enable it
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Quod Soler ☀️
Quod Soler ☀️@QuodSoler·
@daftsoftware I'm going to take a look at this, but see how it works ( if it works ) with lightmaps enabled.
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daftsoftware@daftsoftware·
Nice example here of how powerful ES31 is - a friend managed to achieve pretty decent graphical fidelity on the fastrendering branch, while still maintaining 800fps! Would be awesome to see Epic make an official lightweight template which produces these results out of the box.
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daftsoftware@daftsoftware·
@theredpix Use the profiler, if you are not measuring you are not optimizing.
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daftsoftware@daftsoftware·
blog.daftsoftware.com/making-a-blog/ First post is up on the blog - a post on how to make your own blog using Cloudflare pages and Hugo, and generally describes the process it took to setup my own blog. It took much trial and error before I was happy, so you can trust it's well dogfooded.
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daftsoftware
daftsoftware@daftsoftware·
Hello friends, I've setup a blog over at blog.daftsoftware.com where I will be posting various Unreal Engine tips, tricks, guides and more. Hope it helps you!
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TheDailyLBP
TheDailyLBP@TheDailyLBP·
LittleBigPlanet mural in Leipzig, Germany
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Milton (elementalcode)
Milton (elementalcode)@MiltonCandelero·
@vorixo @daftsoftware I will wait for the readme, because I have no idea what a "special engine material flag" is and I can't find any info online 👀
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daftsoftware@daftsoftware·
@_benui @vorixo Hey Ben, it uses a rather niche uproject setting which aggressively disables all engine and editor plugins, then all plugins become opt-in.
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daftsoftware
daftsoftware@daftsoftware·
@JoanVillora @vorixo The Mover project is perhaps a bit outdated now to be honest as Mover had quite a few heavy API changes since then such as stances, and I no longer use Mover so haven't upgraded the version. Perhaps still worth it if you can upgrade it yourself though!
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Tim Sweeney
Tim Sweeney@TimSweeneyEpic·
@bgolus @JustDeezGuy Please share screenshots when you see this. Such docs are a failure here we need to correct, but we often don’t naturally see it ourselves because our artists learn the feature before the docs are written.
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Ben Golus⚠️⭕
Ben Golus⚠️⭕@bgolus·
I swear Unreal is so obtuse sometimes. You find a setting like this: bAllowTrafalgarQuilting It has this tooltip: "Useful when wanting to allow for Trafalgar Quilting." Documentation only has that same text. Search online only brings up that one page in documentation.
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daftsoftware@daftsoftware·
@QuodSoler Personal preference, But atleast in the context of Unreal I find a mix of DOD and OOP malleable and especially great for rapid prototypes, abstracting perf critical code to DOD subsystems. With ECS I more often than not find myself trying to fit square pegs in circle holes.
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Quod Soler ☀️
Quod Soler ☀️@QuodSoler·
What is your opinion on ECS vs OOP? I'm curious to hear different perspectives.
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