#ue4-general

1 messages ยท Page 146 of 1

south ridge
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In our game, we have datatables of asset references to blueprints

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One datatable = one set

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When using the blueprint set, you specify a set and a subset within it (alternatively, datatable is just a list of all things)

sage inlet
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what i currently have in mind is to have a csv for weapon "templates", and probably create a blueprint object that can reference the weapon table to get it's parameters

livid haven
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Yeah, potentially.

sage inlet
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i don't plan on equipment being too dynamic so i feel this approach could keep it simple enough for me

livid haven
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Again, data tables are really there to support a workflow from Excel/CSV etc. The kind of thing where a designer wants to look at all the data in one place and tweak it in the context of other values.

sage inlet
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and that sounds just about right for what i'm looking for!

livid haven
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Even potentially chart it in their table editor of choice to visualize a curve, like power.

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Cool

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Just don't try to make the data table be the entirety of your data - it's absurd to put asset references in a data table. You're either asking your designer to specify hard-coded asset references in text form in their Excel/CSV file... or asking someone to edit the imported tables to set those asset references, which means the next table import will nuke those asset references.

sage inlet
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so the data table should only hold static values?

livid haven
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I don't know what you mean by static values in this context.

sage inlet
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i'm only going to input numbers and item names into the data table, that would probably be just fine right?

livid haven
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Yeah, that sounds fine to me.

keen pawn
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Hey guys just wondering if any of you can point me in the right direction here

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have our game looking really nice apart from one lighting issue

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for some reason im not getting the lighting that i desire when the directional lighting is blocked

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it almost seems to have 0 bounces

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you can see what i mean, the stuff coming through the windows looks great

floral heart
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If you're not baking it with lightmass, it will have 0 boucnmes.

keen pawn
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anything else not directly in its path has like 0 shadowing

floral heart
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Also bounces.

keen pawn
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ok havent heard of baking with lightmass before?

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also is there a bounces setting that i can change

plush yew
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Does your directional light need to move at all? Any day/night cycles?

floral heart
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There is a bounces setting to change. Also, lightmass bakes every static light and stationary light when you build light, so you could very well be using lightmass already and it's something else wrong entirely.

keen pawn
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erm no cycles needed atm although we would probably like to look into that in the future

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where abouts is this bounce setting?

plush yew
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Any dynamics lights such as lights that need to move?

floral heart
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World Settings > Lightmass Settings
In 4.18 there's two bounce settings now, a general one (cheap) and one for skylights (expensive)

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@trail atlas That's noble, but #lounge is more appropriate for political agendas.

trail atlas
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gothca

keen pawn
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we have movable lights on our machines

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rest are spots

floral heart
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Are the spots movable?

keen pawn
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nah static

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i have just tweeked the bouces

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bounces*

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doing another build now

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hmmm

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still the same :(

floral heart
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Are the objects movable?

keen pawn
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yes

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you can build a factory

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so they are all movable

plush yew
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You won't be able to use lightmass if your stuff is movable

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Lightmass is for static objects

cloud cobalt
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Though Lightmass also bakes information for moving objects

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But not directly lighting, yes.

floral heart
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Focus on SSAO and possibly capsule shadows. A small number of shadow casting lights is possible, if your target hardware is gaming desktops.

keen pawn
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hmmm

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so basically my issue is, because the objects are movable it means the lighting wont display correctly?

plush yew
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The lighting is correct, it's just not what you want

floral heart
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Movable objects can only obstruct movable/stationary lights, because static lighting has to be baked on the assumption movable objects won't be there.

keen pawn
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yeah i see what you mean

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hmmmm

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my first thought is just to remove the roof then tbh

floral heart
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SSAO and capsule shadows are ways to address this. SSAO is mediocre looking, but the most widely supported.

soft garden
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buon giorno

frank escarp
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distance field AO too

floral heart
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I thought DFAO was only for skylights.

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Though, now that you mention it, it looks like he's constrained to objects within a warehouse. Exclude the walls from DFAO and then the 'skylight' could use a cubemap of the warehouse interior.

frank escarp
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DFAO works on interiors i think

quasi lake
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Anykone knows why even if I closed the falling deceleration

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My character still gets deceleration

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The horizontal deceleration always appears

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Anyone knows anything about air movement stuff?

paper kernel
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lateral air friction

quasi lake
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zero too

paper kernel
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not falling

quasi lake
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Cant find lateral air friction

paper kernel
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right, it's called Linear Damping

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under capsule

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and mesh

quasi lake
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gesus

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Thanks the god you

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I love you bros,I love discord

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Things not working right again,emmm

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OK I know wth is going on

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Braking friction also counts during falling state

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Oh come on why a character would get friction in the air

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Anyway found where the problem is I can change the friction during the air

inner merlin
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Hi guys, im currently working on my masters degree and need some help, can anyone reccomend a tutorial for making a NPC shoot at the player? I have already blueprinted random patrols and to chase the player when the npc spots you but I am having trubble with finding a tutorial that just covers the shooting (the project is a first person shooter)

quasi lake
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There you go

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Official demo

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In english it should be learning or study

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@inner merlin

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For a tutorial video

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I recommend an ai series videos

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This tutorial covers shooting and npc shoots at you

inner merlin
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thank you @quasi lake ill have a look into it ๐Ÿ˜ƒ

plush yew
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anyone ever have tihs issue

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where like

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i have ultra dynamic sky, replicated in editor, and in a single landscape... but in a tiled landscape using world composoition its not replicating the changes

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very strange!

digital root
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holy crap

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I am getting 1000 mbps internet

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on 1 december

whole quarry
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@fierce tulip Thanks for the stream! I learned a lot again โค

fierce tulip
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np, I enjoy explaining stuff while streaming. it helps understanding things better myself :p

kindred viper
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@fierce tulip if you ever fancy doing a stream on bullet particle physics and trails, for things such as air distortion, trails from a rail gun, etc. I know this dude who would watch that. ๐Ÿ˜‰

fierce tulip
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i dont really do actual bullet/fps stuff, not really my forte. but i'll consider it ๐Ÿ˜ƒ

plush yew
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@fierce tulip happy bday man

fierce tulip
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O_o its not my bday

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wont be for another 7 months hehe

shell jetty
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Particle world there is luos birthday?

fierce tulip
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last birthday I put all my marketplace stuff 33% off and every time someone followed my channel I would put on more ribbons and other crap on my head

paper kernel
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๐Ÿค”

pallid compass
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-does a flip-

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Just got a new two bedroom house

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to covert in to new studio

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๐Ÿ˜„

paper kernel
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cat meow fx pack is not on discount :sadface:

pallid compass
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wth is meow fx pack ;o

paper kernel
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JP Kitty Voice in marketplace

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โ–ถ Play video
pallid compass
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omg

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amazing

surreal viper
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now I kinda wanna build a game around these voices

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but I have already too much to do ๐Ÿ˜ข

pallid compass
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dam im not finding anything super aweasome in cyber monday sale

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god dam im so tempted to pick up luos four elements

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TAKE MY PENNIES LUOS

wary wave
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I might have picked up some of the pretty photoscanned assets, but none of them were on sale

pallid compass
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what ones?

plush yew
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@wary wave u ever had custom art done for ur game

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some dude wants to charge me $400 for four sets of clothing which are skin bound to my skeleton

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hon estly dont know if thats even a good deal

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i feel like i could purchase FBX files from unity store

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and do it myself

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lmao

wary wave
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all of my games have used custom art

plush yew
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using blender

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how much did u pay

wary wave
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that's a very 'how long is a piece of string' question

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$400 could be entirely appropriate depending on quality and time

plush yew
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mhm

pallid compass
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u might get a better quote in the zbrush discord

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maybe

plush yew
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Lol

wary wave
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assuming a 10 hour job, it's $40 an hour, which isn't unreasonable

plush yew
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but i mean...

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i get paid $25 an hounr irl

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lel

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im not gonna pay someone more than what i get paidf

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fuk that

pallid compass
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true that

plush yew
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unless u have worked on a AAA game

wary wave
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if you want someone who is more skilled than you are, be prepared to pay them more than you earn, hehe

plush yew
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eh

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i dont think u can call game artists artists

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they have no concept of creativity

wary wave
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wat

plush yew
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i mean unless ur shitting mona lisa's out of ur ass

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i ask someone to do art and they say "Can u tell me how it should look"

pallid compass
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wat

plush yew
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Basically saying "Can u tellmake concept art for me"

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"Because i cant imagine"

pallid compass
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Art artists, Technical artists, and creation artists are 3 dif things

wary wave
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and also, if you have a client, you kind of want to meet their expectations

plush yew
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to be honest tho

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i dont wanna pay someone

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more than i get paid

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lol

wary wave
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you don't go to a programmer 'hey make a game for me' - and then get confused when they ask what kind of game it should be

plush yew
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oh but dude

wary wave
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ยฏ_(ใƒ„)_/ยฏ

plush yew
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programmers get paid

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like

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wayyy less

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than artists

wary wave
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wat

plush yew
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its true

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look it up

wary wave
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it really isn't

plush yew
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it is tho

pallid compass
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wtf no its not lmao

plush yew
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programmers get like $60-100k salary... Character artists get like $80-130k a year

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๐Ÿ˜Š

pallid compass
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How long do u think

frosty copper
pallid compass
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char artists

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stay along for

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the whole development?

wary wave
pallid compass
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because they really dont

wary wave
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also Character artists are fairly specialised

pallid compass
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Programmers are there from start to finish

plush yew
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i mean lets all be honest here

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ok so like

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In reality, in game dev you could replace a programmer but getting a unique art style is sometimes irreplacable

wary wave
plush yew
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fml my spelling lel

pallid compass
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u can replace a programmer

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wat

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are u on crack

plush yew
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its true

pallid compass
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do u know how hard it is to intergrate a programmer on already pre built system

plush yew
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it happened at my last job lolol

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they replaced

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this one dude

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and get someone cheaper

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but he did the same shit

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but they took him because he was cheaper

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thats literally it

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XD

frosty copper
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can I just ask.

pallid compass
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then by the sounds of it, not much programming got done

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lmao

frosty copper
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What the absolute fuck, did I come in to?

plush yew
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@pallid compass not even lol

pallid compass
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Man there is someone people in here that are x10 better programmer than me

plush yew
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that company had deals with some big mega corps

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like DuPont

pallid compass
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but if i swapped positions with them using the GAS system from epic

whole quarry
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Hey โš  Watch that language ๐Ÿ˜›

pallid compass
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it would take them weeks to catch up

frosty copper
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@whole quarry Teh fookin' rools m8, say light profanities are okay. ๐Ÿ˜

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Unless I was speaking French somewhere? ๐Ÿ˜ฎ

plush yew
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@pallid compass i definitely agree

pallid compass
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imo way harder to replace a programmer than a artist

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if the project is already x deep

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and isent simple af ofc

plush yew
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at my current job theres literally one engineer for this product and if he were to die... that would literally be a loss of $5,000,000 for this company (they bought the software from another company as well as him lol)

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I agree when it comes to unique products

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but when it comes to something like unreal

frosty copper
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I dunno @pallid compass , depends how well documented the code is imo~?

plush yew
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u can easily replace someone

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lol

fierce tulip
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hehe, one of the projects I worked on had to replace the lead coder almost at the end of the project. the guy almost had a breakdown due to how the other guy coded hehe

pallid compass
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same can be said for artists then

cloud cobalt
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I've never heard of a company that paid artists more than programmers on average

pallid compass
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same

cloud cobalt
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Hell, my previous job had basically twice the pay for programmers

plush yew
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@fierce tulip im tellin u lol

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also

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why the fuck

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are producers being paid

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$82,000

pallid compass
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bdoom i think uv gone mad bro

plush yew
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WHAT THE LIVING FUCK?

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a producer is literally just a dude who sits around telling peoplme what to do

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... unless im mistaken

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lmao

cloud cobalt
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Because producers are directly responsible for how much money the project ends up costing

pallid compass
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to be a good producer

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u gotta know EVERYTHING

frosty copper
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๐Ÿ˜

pallid compass
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cus if u dun goof, everyone suffers

cloud cobalt
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Good producers are here to streamline the development and making sure no one idles for 6 months while other teams stay in crunch for all the project

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Which is costly, on top of being bad for everyone

plush yew
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yea

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essentially what im saying

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hes like

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literally his job is to make sure ur not wasting company money

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lol

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that's it

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but i feel like anyone could do that

pallid compass
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well

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how do u know if a 3d modeller is taking the pee or not

cloud cobalt
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I can testify that not many people are good at that job

pallid compass
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u need experiance

plush yew
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Producer = overpaid job

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lel

pallid compass
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and normally need to know a bit about every aspect of production right?

plush yew
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they shouldnt be getting paid any more than an artist

wary wave
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scheduling large complex projects isn't that easy

plush yew
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imo

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explain why a producer should be getting paid more than ana rtist

pallid compass
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ima guess its also your job to help stream line and push for effective workflow and time

plush yew
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producers have no actual skills

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they are simply managers

frosty copper
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I honestly doubt if they were that useless, they would still be around in every project

cloud cobalt
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If you need a producer on a project, his salary is pretty much irrelevant, because you're going to spend his annual salary on every week the project runs late

wary wave
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managing a long chain of dependencies that involves tens (or more) people is a skill in itself

plush yew
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honestly idk man

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maybe im just pissed

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that someones being paid more than me

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and doing less work

wary wave
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especially in an industry like games where things change on a woefully frequent basis

cloud cobalt
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If you have a team of 50 people, one week of additional development is a full time year-long job value that you lost

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Just math

surreal viper
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less work lol

cloud cobalt
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So when you have 100 people, and your producer makes the team 2% more efficient ? You've gained money

plush yew
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mhm

frosty copper
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"doing less work"

cloud cobalt
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2% is really not a high bar

plush yew
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i dont consider telling someone to do something

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work

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"Do work" != "Work"

surreal viper
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organizing stuff is work

plush yew
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Do work

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Go do work

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is not me doing work

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its me telling u to do work

wary wave
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Producers don't tell you to work

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they tell what needs to be worked on, by whom, and when

frosty copper
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Saying "do work" is not the same as "we need X models"

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^ what the terquioise guy said

plush yew
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"Make these models because i dont have any skills to actually make models im just here to tell u to make models"

cloud cobalt
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@plush yew I have to ask : have you ever worked professionally with a large team ? Talking 10+

pallid compass
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god help u if u ever run your own company lmao

wary wave
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even managing 4-5 people on a decent sized project is effort

frosty copper
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^ can relate. x_x

pallid compass
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i run small shitty company, with small studio

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and even i have project manager

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to make life easier

frosty copper
wary wave
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but yeah, a producer is responsible for ensuring that the tools programmer has the tool ready to specification before the mesh assets go into it, all early enough that the level designers have it when they need it, etc

frosty copper
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Turning story ideas into profitable films
Putting together a creative and talented cast and crew
Being responsible for all aspects of a film's production```
If that set of tasks isn't enough to warrant their paycheck, then I dunno what land you're living in
wary wave
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now multiply that by 400 more features and across 20 people, and you have a producer's role

frosty copper
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obviously translate the film shit to game shit

plush yew
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I mean like honestly i just think of a producer as a waste of $80,000

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thats just how i see it lol

wary wave
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movie producers are not the same as game producers

cloud cobalt
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@plush yew Taking that as a no...

plush yew
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its a waste of 80k which could be spent on hiring another programmer or artist

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@cloud cobalt yes

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But not for games

pallid compass
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80k to save 800k

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ez

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80k to not fuck the project up trying to wing it

frosty copper
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Never said they were ambershee, however, that list provided on the site still proves true to Game Producers, no~?

wary wave
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if you have one producer for 15 people, and your producer saves each of those people 3 weeks of time through smart scheduling and management, then that producer has just saved you 45 weeks of salaries

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@frosty copper - not really

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game producers are more of a project management role, with sometimes some crossover into other disciplines

pallid compass
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i rly wann tag nick and ask about his producer at epic

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or project manager or w/e

wary wave
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they're seldom involved with HR as an example

cloud cobalt
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@plush yew Look up on Destiny, the original game. Game development is rebooted a year before it gets out ; months of work get torn out, half the playable area gets cut because no one has the time to do it anymore, the story gets gutted... On a $500M budget.

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What's a $80K salary on that

frosty copper
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Have experience of working in the film industry Game industry
Have a good business sense
Have a good understanding of finance
Have good creative vision
Be self-motivated
Be good at negotiating
Be good at motivating people
Be good at problem-solving
Understand the creative processes of filmmaking game development
Be able to secure finance for the production
Be able to prepare and control the production budget
Have excellent communication skills
Be able to work well under pressure and motivate the production team
Ensure compliance with regulations and codes of practice
Understand the relevant health and safety laws and procedures

plush yew
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@cloud cobalt its nothing to a company which spits out dollar bills out of its ass

cloud cobalt
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Not having a producer is exactly that - throwing money by the windows

plush yew
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Its the same as .... Blizzard for example, that company can do no wrong anymore

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they have so much money lol

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@cloud cobalt paying someone $80,000 for a game which makes only $20,000,000 in 5 years is definitely not a good investment in my opinion though

wary wave
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wat

frosty copper
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then again there's more or less no set structure to game development anyway.. so... shrug

cloud cobalt
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Anyway, you can keep thinking of management as a dead cost that has no value, but from my very limited experience of management and my larger experience of being managed, I'd much rather have a competent producer with the authority to make decisions

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If only because in every project, you end up with people who ask mid-project "why not add this thing we saw in another game yesterday"

plush yew
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Managers are useful because humans have a default to be lazy due to it being essential to surival... Would you want to be wasting a ton of calories if y oun don't know if you are going to have food tomorrow?

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Humans are naturally lazy

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And its a good thing.

frosty copper
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O_o

cloud cobalt
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Managers have nothing to do with laziness

plush yew
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What

frank escarp
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Managers make people work together

frosty copper
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This conversation is about as consistent as a drunk fly's flight path

plush yew
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the reason why u work is because of ur fear of being fired and then in turn not having money to pay your bills and buy food

frank escarp
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you can only have managerless thing on very small teams

cloud cobalt
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The purpose of a manager is to enpower his team, work for them, make sure they are productive and efficient

frank escarp
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like 5 people max

cloud cobalt
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Managers are not here to fire people

plush yew
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would u work for free?

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lol

frosty copper
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I'd say 3 people max in all honesty

frank escarp
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after that amount, you need someone to take care of who does what

frosty copper
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4 at a strong push

frank escarp
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and tells guy A to do X, guy B to do Y, etc

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that way the guys dont need to think wtf do i do now, or step on each other

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manager just gives the work to everyone depending on his strenghts

cloud cobalt
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^

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Good manager spotted

frank escarp
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if there is programming work, he sends it to the programmer, for art work, sends to the artist, etc

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thats what a manager is supposed to do

frosty copper
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Pffht, nah. Obviously the programmer does the artwork. ๐Ÿ˜

frank escarp
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when the company is bigger, then you have a manager that manages the managers

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hierarchy as needed

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in an AAA game, you would have a 10 strong team of Engine programmers

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and they have their engine lead/enginemanager

plush yew
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ok but think of it this way... you said "purpose of a manager is to enpower his team, work for them, make sure they are productive and efficient" What if people are self-empowered? What if they work on a given task if they receieve an email once a day (Do model X by Y), what if they are productive and reach the deadline by the email date?

frank escarp
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he takes the requests from the rest of the team

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sees what needs to get done

plush yew
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I'm just saying that you don't need a "manager" per say, a single person could be the team lead

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You dont need any more

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than a team leader

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like thats it

frank escarp
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and tells the correct people do it (like sending the math genius some weird algorithmic need, or sending the opengl guy some shader tasks)

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a manager can only manage a given amount of people

plush yew
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team lead sends emails to each person once a day or as needed to checkup on progress, as well as make new requirements..etc

frosty copper
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Bdoom, I think you'll have a different tone when you've tried doing it in practice

frank escarp
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if a manager manages too many people, then he stops being able to distribute work properly

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and team productivity will drop

wary wave
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"team lead sends emails to each person once a day or as needed to checkup on progress"

If you have a team of 150+ people, that's an awful lot of work

frank escarp
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becouse a good manager needs to know each of the people he manages

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to distribute the work well, to the strenghts of everyone

wary wave
#

also, if you have a small feature team (say 5 people), ideally your 'lead' is the most experienced, which means you want them doing development tasks, rather than being bogged down doing management

#

this is why you have dedicated managers

frank escarp
#

ive actually seen that happen

#

i knew a 18 year old kid in a team of 20

#

his sole job

plush yew
#

๐Ÿ˜›

frank escarp
#

was to distribute jobs

#

that is what he did, full time

#

and did it well

#

his job was to communicate beetween the 20 people, and distribute tasks well

wary wave
#

^ that's a producer, right there

frank escarp
#

yup

#

he was not the best coder, nor the best artist

#

he came from a QA stand point

#

but he was able to know people fairly well, and easily control their strenghts/weakneses

#

to distribute the work beetween them for maximum efficiency

pallid compass
#

@ashen brook Next time you can some free time can you boop me that shader, its your general reminder from me ๐Ÿ˜‚ no rush

frank escarp
#

and yup, that is called a Producer

plush yew
#

Lol

#

I mean like

#

u dont think u could do that?

#

just as well?

frank escarp
#

depedns

#

i definitely could

#

becouse im doing it right now

plush yew
#

I genuinely believe anyone here could do that

frank escarp
#

not anyone

wary wave
#

I think I probably could, but there are more important things for me to be doing

plush yew
#

@wary wave exactly my point though

frosty copper
#

Get one person to do it, as their sole job

wary wave
#

you don't hire a $120k engineer to not be doing any engineering, that's madness

frank escarp
#

needs to be someone that can understand people fairly well, and has an idea of everything in gamedev

frosty copper
#

or have a person who could do it, and cut their productivity

plush yew
#

If you are an artist, and you could also do a producing job... why should the producer be paid more than the artist?

frank escarp
#

that depends

frosty copper
#

Because they're the oil that lubricates the process?

wary wave
#

I wouldn't trust your average artist to manage a tin of beans

frank escarp
#

this kid did not get paid that much

cloud cobalt
#

Because the producer has a more valuable job, objectively

plush yew
#

WHY BE AN ARTIST? IF YOU CAN MAKE MORE MONEY HAVING LESS SKILLS?

pallid compass
#

i couldnt do it

#

its not about money tho lmao

frank escarp
#

the artists/programmers got more work. But this kid was indeed oil in the machine

#

he did have managers on top of him

frosty copper
#

Management skills aren't any less than an artists skills?

pallid compass
#

if u wann make money be a programmer

frank escarp
#

and Lead Artist and Lead PRogrammers and Lead Designer had more input on the whole thing that him

pallid compass
#

your trying to compare an apple and an orange

cloud cobalt
#

@plush yew There is basically zero skilled job that pays less than art, for starters

plush yew
#

Lol

#

@cloud cobalt true

frank escarp
#

but he basically listened to those 3 and categorized what they said into small tasks, and then distributed them to the correct people

plush yew
#

Idk i just hate it when great people get undercut

#

It pisses me off

frank escarp
#

an artist is replaceable

#

thats why they are cheaper

wary wave
#

Producers tend to average higher pay simply because it isn't an entry level position and requires an understanding of how a development team operates

frank escarp
#

unless its a lead artist or a visionary

#

you can fire him

#

and get a new one

#

at the drop of a hat

wary wave
#

so having them come from a QA background as an example isn't unusual

plush yew
#

mhm

frank escarp
#

a Producer on the other hand willl break the workflow for a while if you change him

#

becouse 90% of the work is knowing everyone on the team

#

and what they can do or not do

#

this is for teams that start getting bigger tho

#

in a team of like 4-5 people, having one of them being "Lead Whatever" goes well

#

this kid had producing as fulltime job becouse it was a team of 20 people

#

and it was in fact a fulltime job

pallid compass
#

off topic question

frank escarp
#

also, a good producer is worth his weight in gold

pallid compass
#

how do i put idea's forward for ue4?

frank escarp
#

becouse if he boosts productivity by 20%

#

on a team that gets paid 100.000k a month

#

then that guy creates 20.000k a month of value

#

thats why a producer gets paid quite a bit

plush yew
#

@pallid compass pull req?

#

lol

frank escarp
#

they generate more "value" than an artist

plush yew
#

or maybe u could emaill them a feature request

kindred viper
#

Here is an argument for production and it's relative cost. Indie company A is a one man show. He/she makes games alone. That person has to do everything from textures to modelling to level design to programming, etc. That person also has to be the producer of that workflow/content. The time lost in pre-production alone could make the game an automatic loss. Which it often does. Now Indie Company B has 5 people to cover the various areas, and one producer. The game has infinitely more chances of success because 1. they have more people for async development and 2. They have someone who manages the shitty tasks you dont want to do as a programmer or artist.

pallid compass
#

They need mipmap scaler thing on the Map size view for material's

frank escarp
#

yup, that too

#

its interesting how much time i dealt with steam/psn/oculus store bullshit

#

just filling forms and all that crap

#

or dealing with mails

worn granite
#

If it were just as easy as reading the task list to the person in question, producers wouldn't be getting paid at all.

plush yew
#

Indie teams have to do not only that though...

worn granite
#

Its not just "Hey do your job dumbass"

pallid compass
#

companies are greedie af

#

they deffo wouldnt hire producers

plush yew
#

Indie teams have to do:
QA
Modeling / Art?
Advertising
Marketing
Conventions - subset of advertising/marketing
Sound Design?
UI? Would this be art?

#

like its a lot

worn granite
#

You're failing to account for all the work you don't see from the guy coming up and telling you to do something

plush yew
#

and im not even sure how to categorize it all

frank escarp
#

i have seen people dedicated to management bullshit in 5 people teams

#

3 people art, one people code, and the last people deals with mails, media, stores, etc

#

and producing

kindred viper
#

Henry Ford was not a genius but a smart man. What he did have, was the intelligence to know that he couldn't manage it all. So he hired people who could do the job and organise the things he couldn't do. You can't always rely on a programmer / artist / etc to actually know how to do the production stuff. I mean how many people here hate doing all that flowchart stuff or time management before a game? It's specialised and certain people are amazing at it. They should get paid appropriately in relative terms

plush yew
#

brb

frank escarp
#

actually im acting as both producer/manager/designer/programmer

#

and i find that if i act as a producer and create tasks to give myself, i am more productive

#

becouse often, you dont really have much of a idea of what to do

#

so if some days before i did know what i wanted to do this week, and put it in a task tracker in small tasks, if i dont know wtf to do i just take one and do it

cloud cobalt
#

@plush yew Indies don't have producers because they don't need to, and because they don't have the means to, generally speaking

#

Talking about indies with ~5-person teams

frank escarp
#

5 people teams still have a "Lead Whatever" who distributes work or whatever

#

but not fulltime

#

every single team that has 5 people and not a lead, is a fucking disaster

cloud cobalt
#

Yeah, you'll had someone to lead and also work on administrative stuff

frank escarp
#

becouse people start working on whatever they feel like doing

#

and it will be different stuff and go nowhere

plush yew
#

@frank escarp yeah i agree

#

though the thing is

#

ive had experience where even if u have someone doing that

#

nothing gets done

#

lul

frank escarp
#

do they get paid?

plush yew
#

Yeah

#

like $120,000

#

i had this dude at my last job who legit came in for four hours

frank escarp
#

then something is failing hard there

plush yew
#

and did basically nothing

#

lmao

#

he was a senior engineer

#

he got fired tho

#

๐Ÿคฃ

#

comes in at 8 am, takes a 1 hour break, and leaves

cloud cobalt
#

Incompetent people are going to be incompetent

kindred viper
#

@frank escarp I've been working on my first solo game dev for years. From experience I picked up along the way, I inadvertently turned myself into a producer of sorts through necessity. I've been meticulous in planning out so much though, that I haven't actually got much done yet. It's not been long but usually by now I have a prototype. I mostly have documentation atm. ๐Ÿ˜„

worn granite
#

Seems you'd be mad at people like that rather than producers themselves.

plush yew
#

@worn granite definitely

frank escarp
#

@kindred viper you are doing it wrong

#

doing a game for years, speically if its a "first game" its a huuuuuuuuuge mistake

#

you need to make multiple games

#

to learn from them

kindred viper
#

@plush yew have you ever worked in the web development industry? I ask because I worked in SEO at one point and there were people who literally did nothing and got paid twice as much as me :/ I left web development shortly after realising that

plush yew
#

yeah

frank escarp
#

its all about money generated

#

money gneerated and replaceabilty

kindred viper
#

@frank escarp im not spending years on it. This will be 6 months tops if I can afford to outsource

worn granite
#

def. reads like you do

#

working on my first solo game dev for years

kindred viper
#

yeah its the first game I've worked on solo for years

#

ive been in teams

worn granite
#

ah

kindred viper
#

last game I worked on by myself was using Project Anarchy engine from Havok. That was pretty cool

cloud cobalt
#

It's interesting to note that game development is generally not considered a great idea, financially. I mean, a large proportion of commercial projects fail, plenty of games don't live up to their investment, and working in the industry is rarely something you'd do for the money. That's a factor on why producers are important

plush yew
#

game design is a shitty profession

#

in general

#

unless u get into a AAA studio

#

lmao

cloud cobalt
#

The last thing you want in a project that's already hazardous financially is to work without a clear leadership on the timing & budget

kindred viper
#

I saw a post on facebook UE4 group once that asked "why did you become a game developer?" and one genius nailed it with "It seemed like a good idea at the time"

surreal viper
#

it still is

#

for me

#

after a few years ๐Ÿ˜„

#

if I would try to do anything else I would be bored to death

kindred viper
#

I enjoy what I do, it's not a good idea though unless you are successful, which I am not :p

pallid compass
#

I became a dev for 3 reasons, 1)I really love games they helped me alot growing up, 2) you can have massive postive impact on peoples lives, 3)being a general programmer makes me want to die

plush yew
#

idk if any of u have seen my project

frank escarp
#

@kindred viper project anarchy was GREAt

plush yew
#

but im contemplating dumping it lul

frank escarp
#

its just that ue4 released and roflstomped them

kindred viper
#

yeah true

frank escarp
#

and "mobile only?" wtf were they thinking

plush yew
#

8 months of work and its not finished because im stuck with needing technical art done

frank escarp
#

it had a great coding workflow

#

ue4 style C++ stuff, plus Lua

kindred viper
#

Considering all I had used before was UDK and the odd feature of other engines (like scaleform), it was really intuitive. Especially the LUA when it came to controlling objects

cloud cobalt
#

@plush yew Learn it

kindred viper
#

you cant learn technical art. You are gifted with the talent for it

plush yew
#

@cloud cobalt its like... clothing lel

frank escarp
#

tech art just needs you to learn both sides

#

and be smart enough to be able to link the knowledge

plush yew
#

๐Ÿ˜›

cloud cobalt
#

@plush yew Or dump the project and start a new one, taking into account what you can't do yourself

plush yew
#

@cloud cobalt lol

#

i want to just like

cloud cobalt
#

Ironically, do what a producer does and plan ahead for what you'll need

plush yew
#

release it tbh

#

i might want to like

#

pay someone to do the art

#

clean up all bugs

#

and release

#

because other than like 5 things

#

its done

pallid compass
#

lmao @cloud cobalt

kindred viper
#

I say programming is something anyone can learn, at the basic level at least. There are still things that I read in code and wonder how someone comes up with it. Rama's code has left me frazzled many times.

cloud cobalt
#

Rama is something else entirely

pallid compass
#

go read epic's GAS system, u will go blind marc

cloud cobalt
#

Though we have plenty of Rama-related nuggets in our codebase

plush yew
#

what is Rama

#

jk

#

hes the dude who makes the rainbow shit

#

haha

#

he seems pretty chill

#

i bet that guy smokes a lot of pot

worn granite
#

you mean Joy <thingname>

frank escarp
#

he is a hippie

kindred viper
#

I delved into gmpreussner's VLC plugin code once to learn some concepts. I did learn them but I dont think I would ever have been able to come up with it myself

frank escarp
#

like an ACTUAL hippie

#

wtf is a hippie doing programmer, i have no clue

#

modernization?

worn granite
#

idk not high enough to speculate on the connection there

pallid compass
#

I think iv prob learned the most from GAS system and peering inside engine files than anywhere else

#

makes u think outside the box

cloud cobalt
#

@plush yew Anyway, my point generally is that doing release-worthy games is hard, and making money on them is harder. If you're happy with your game, then go ahead and release it, people will tell you how good they think it is

#

That's kind of what Early Access is here for

plush yew
#

@cloud cobalt ive had about 333 people download it last time i checked

pallid compass
#

just dont do a wild card

plush yew
#

and most who gave feedback said it was good

#

but problem was a crash i had

#

and @heady summit helped me fix it lol

pallid compass
#

bugg knows all i swear to god

cloud cobalt
#

Then ship it

#

And learn from what went wrong for your next game

kindred viper
#

@livid haven knows more. talk about a fountain of knowledge

plush yew
#

@cloud cobalt yeah but its incomplete by my standards lel

#

no clothing?

#

my char is fucking nude

#

XD

#

coz its a survival game

#

but we never got clothing made...

worn granite
#

Just took a look at the youtube channel, looks early

plush yew
#

got tons of other shit made tho

pallid compass
#

oh jfc okay lets not even get started on @livid haven, dam this dude taught me 4d Math

cloud cobalt
#

@plush yew Then pick up assets from the marketplace, or pay someone

worn granite
#

i looks too early for EA IMO @cloud cobalt

cloud cobalt
#

What's the game like ?

pallid compass
#

make some protoclothing your self

worn granite
#

Pretty sure that's Bdoom maybe not

#

not to say it can't be a good base, just seems too early for shipping

cloud cobalt
#

Okay, don't release it.

plush yew
#

@worn granite it is, and i agree

#

i think its completely not ready

#

it has features but its definitely not up to standards iimo

fair violet
#

@plush yew scope for your own abilities- if you canโ€™t make clothes assets and feel like you canโ€™t learn them then youโ€™d have to settle for something made by someone else. If you can scope your project so that it fits within your capabilities, youโ€™ll never be disappointed

plush yew
#

u gotta realize this shit is literally solo

#

lel

#

๐Ÿ˜›

worn granite
#

That's a good attitude to have, but be careful you take notice when it crosses the line into shippable

pallid compass
#

learn to make em

#

EZ

plush yew
#

@worn granite well yeah

frank escarp
#

pro tip. do the videos wel

fair violet
#

@pallid compass agreed

frank escarp
#

ffs dont put editor hud on it...

#

at least F11 it

plush yew
#

@frank escarp bro its a dev log

#

xD

cloud cobalt
#

I think I already told you that some time ago @plush yew but a survival game is pretty impossible as a solo dev, and no one cares about being solo or not

plush yew
#

I was too lazy to edit it hah

frank escarp
#

F11 it anyway on playtest

pallid compass
#

also the market is saturated with survival games

plush yew
#

coz i didnt really expect anyone to watch it tbh

kindred viper
#

Im worried about working solo mostly because my artwork sucks. I have an art style in mind, but I can't make it. I need someone else but their vision might differ.

worn granite
#

high production value isn't something to discard, even for that kinda stuff

#

If its all slick you have way more material should you ever need it

#

have a track recorded of demonstrated caring and ability.

fair violet
#

Truth is if you are a solo dev you either have to bite the bullet and grind hard learning many difficult areas or else reduce scope / add numbers. Lots is feasible solo with enough time and dedication.

pallid compass
#

THIS ^

worn granite
#

Hell, maybe even attract a YT audience based solely on the videos

pallid compass
#

if ur solo dev and u want to be successful

#

u better be prepared to give up everything, and still fail.

plush yew
#

You know though...

#

the only hard thing ive found with this survival game so far

#

is AI

pallid compass
#

ey eoinobroin

plush yew
#

having 1000s of AI on a map

pallid compass
#

did i tell u

plush yew
#

is very difficult

worn granite
#

that's why you don't do that lol

pallid compass
#

my new shader, 2k maps with 4-6k texture density ๐Ÿ˜‰

#

DA POWA

fair violet
#

Awwww yeah ๐Ÿ˜ƒ nice one!

cloud cobalt
#

As someone who worked solo for a long time and still does a bit of everything...

  • Learn both art and code
  • Don't ever wait on a partner to do stuff, because even if you find one, you'll still need to work on all stuff
  • Scope your project as if you were alone
pallid compass
#

if u guys dont mind me nuding the chat for few seconds, il show u

cloud cobalt
#

Same as what @fair violet said

plush yew
#

@worn granite not even sure how ARK does it

worn granite
#

@pallid compass Nuding?

plush yew
#

lmao

pallid compass
#

throwing few images

kindred viper
#

@fair violet thats why i worked in teams before I did a solo project. I wanted to learn as much as possible before I started. I've learned the technicalities of each area, even though im not very good at most of them. So I can string together a prototype and hopefully have other people come in and replace assets for quality purposes.

worn granite
#

got something on the brain there?

plush yew
#

looks difficult

worn granite
#

@plush yew its really not all that complicated.

cloud cobalt
#

The reason people mock "Doing a MMO" posts on the Internet is that no indie team can handle a real MMO, for many different reasons not all of the technical kind

#

Same for survival games, open-world...

plush yew
#

@worn granite honestly ive decided to scrap AI in its entirety

worn granite
#

they're probably doing the obvious solution to having way too many simulated AI

plush yew
#

and insteead im doing summoning lol

#

so players "summon" AI

#

that they can fight with

#

and use as pets...mounts..etc

worn granite
#

Oh?

#

That's kinda neat actually.

plush yew
#

sometimes u dont have to "make it work" you can just reinvent a concept differently

worn granite
#

Cool concept if you can make it play

plush yew
#

and still do it lol

#

like ark does taming

#

and rnadom dinos in the wild

#

rust does random animals in the wild

#

so i wanna do magic + summoning

#

so essentially this lets me have an entire map with NO AI

#

lolol

fair violet
#

Yeah very true working in teams is a great way to expose yourself to techniques and workflows you otherwise might not have learned. The biggest thing that I learned is if you really want to achieve something to your own goals, donโ€™t expect anyone else will care or help you get there- itโ€™s on you. Plan like that and learn, piece by piece it comes together if your scope is reasonable.

pallid compass
plush yew
#

because i realized what i really liked was not taming, or killing ai... it was the concept of mounting and breeding that i liked

#

Xd

pallid compass
#

Every single scratch is places, no tiling scratches, 1 material, full control

fair violet
#

Lookin sexy^

pallid compass
#

Full tiling textures behind it as well

worn granite
#

Not surprised you're into mounting and breeding animals kappa

fair violet
#

Is that panel line texture?

plush yew
#

@worn granite ๐Ÿคฃ

pallid compass
#

no panel lines or anything yet, its our base unde coat

#

there is no grime mask

#

But scratch & grime mask's, 1 material, MF with id mask's

#

spanning 2-3 UV's

#

sits on low 125 instruction count too ๐Ÿ˜ƒ

plush yew
#

why do so many people hate EA

#

i like EA

fair violet
#

Very nice! Love the efficiency!

worn granite
#

Oh man

pallid compass
#

because EA are out there mind

plush yew
#

they actually emailed me back :3

worn granite
#

you really don't want to get me started

plush yew
#

buit like

worn granite
#

on EA

plush yew
#

they actually responded to my resume

#

rofl

worn granite
#

jfc dude no

#

run

#

jk

pallid compass
#

y u doing this to ur self fam

worn granite
#

they're probably ok to work for

#

but like, no.

#

full stop.

plush yew
#

lol

#

what did they do?

worn granite
#

Haven't purchased an EA game in 5 years

pallid compass
#

what ahvent they done

#

havent*

plush yew
#

honestly i dont play many of their games

worn granite
#

^

plush yew
#

lolol

#

but ive played a few and liked them

worn granite
#

They like to buy up IP that does well, ruin the IP, and then discard it.

#

Typically breaking up the studios making it as well.

#

They've done that something like 15-20 times

#

That's not even talking about all the smaller shit.

pallid compass
#

god

#

anyone remember west wood studio's

#

who made the orignal command and conquer

#

and how EA fucked them in to oblivion

worn granite
#

I AM GETTING OFF THE FEELS TRIP

#

NO THANKS

pallid compass
#

and they tried to make C&C 5 was it?

#

and they had community input

#

and because they didnt like that the community wanted

#

they scraped the game

#

shhh it be okay place, EA cant hurt anyone now

#

they they dun fucked star wars, and got burned by disney for it

plush yew
#

lol

#

sounds suckish

worn granite
#

My hatred of EA has slowly built though, wasn't until I decided to not buy their games that I started looking into their handling of studios.

pallid compass
#

Very important question tho

#

is it bad to have MF inside MF lmao

plush yew
#

I mean here's the thing though

#

they are a pretty profitable company

#

overall lol

worn granite
pallid compass
#

not for long

plush yew
#

@worn granite DONT MAKE FUN MAN ๐Ÿ˜ฆ

#

XD

worn granite
#

Where the attach point at?

plush yew
#

huh

cloud cobalt
#

@plush yew Back on topic, have you considered changing you art style ? Since you're not an artist and having a hard time doing something that looks high quality, maybe it could be a good idea.

#

Like the Astroneer Aesthetic for example

worn granite
#

he swings the axe and its like, idk, 250uu away from where it should be

plush yew
#

XD

#

well thats kind of old lol

worn granite
#

yeah I accidentally left autoplay on

plush yew
#

u know what would be nice tho

#

is if i could release it for like $10 and make it essentially fully moddable

plush yew
#

i know i would like that

worn granite
#

That's a hard task innit though?

#

I forget are you pure BP?

plush yew
#

@worn granite its a mixture

#

of BP and C++

#

lol

#

widgets and ionventory system is bp

#

but steam auth is c++

#

and uhh

worn granite
#

Anything BP is probably going to be way harder to mod

plush yew
#

everything has a base class basically

worn granite
#

Not that I'd know for sure.

plush yew
#

and yeah

#

i agree

#

coz if its all C++ u can just release the binaries

#

right?

worn granite
#

Yeah. Not sure you can even do something like that for BP

#

Would be some kind of hack related to nativization if anything.

plush yew
#

yea

worn granite
#

Keep that idea tabbed for veritex 2 IMO

plush yew
#

LOL

#

this is already veritex 2

#

veritex one was a unity game

worn granite
#

veritex 3

shell jetty
#

astroneer bound

plush yew
#

which was made with some friends irl

#

but they all just

#

quit on me

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lel

worn granite
#

Oh dude I know the pain

#

Except my group didn't even get that far

cloud cobalt
#

Friends IRL always end up that way

#

From my experience

plush yew
#

@cloud cobalt definitely

#

because u cant tell ur friend to stop being lazy

worn granite
#

Better to make dev friends become IRL friends

plush yew
#

LOl

cloud cobalt
#

I can actually list entirely too many of these

worn granite
#

Actually I can tell my friend to get his shit together

#

And have done so

plush yew
#

Lel

worn granite
#

And he did, but not in terms of dev

worn granite
#

Doesn't seem too bad actually but its been a while since I looked at prices.

plush yew
#

its actually

#

a really nice one lol

worn granite
#

oh just looked at the prices

#

dude wtf this is cheaper than I remember

plush yew
#

haha

worn granite
#

wonder if these actually make espresso

plush yew
#

they do lol

#

the one i sent does

worn granite
#

yeah I mean I can believe that one does

plush yew
plush yew
#

this shit is so useful imo

#

especially for mobile

#

the one i sent does the milk too

#

btw

#

lol

cloud cobalt
#

It doesn't exist by default because it requires servers

#

Which cost money

plush yew
#

@cloud cobalt servers for wat

worn granite
#

google analytics

plush yew
#

google analyitics is handled

#

by google

cloud cobalt
#

For analytics

worn granite
#

you're literally using google's servers

cloud cobalt
#

oh, you mean what isn't Google Analytic in UE4 ?

plush yew
#

yea

cloud cobalt
#

Because you may not want it and it's trivial to implement yourself

plush yew
#

why doesnt it have google analyitics support

#

:p

cloud cobalt
#

Many consoles would forbid it

plush yew
#

yeah but thats an engine thing

#

if they dont support it

#

just dont add it... they can detect that shit anyways

#

there's a whole test consoles go through

#

some dude at my job worked at bethesda

#

he told me all about it

cloud cobalt
#

Seriously though, Analytics is trivial to implement

plush yew
#

forgot what he said tho LOL

plush yew
#

LOL

#

thats the same thing

#

but two?

#

thats useful if u have a coffee shop

worn granite
#

for double the fun

plush yew
#

lol

#

man tho

#

send me "art" they did

#

but cant tell me

#

where its from

#

they say its in a cartoon

#

cant tell me the name of the cartoon

#

wtf is that?

#

straight up lying to me lmao

worn granite
#

yeah those people exist, good thing you're lookin out

plush yew
#

@worn granite dude i had some guy on there

#

ask me if i was a girl

#

im like

#

"Wtf does it matter"

#

im paying u to do a job?

#

or im potentially paying u

#

so fucking inappropriate imo

worn granite
#

shoulda been like "yeah wanna get paid with pics?" and then afterward found buff dudes pics to send and say "just kidding stop being a perv"

plush yew
#

LoL

#

yeah idk how like

#

thats ur first question

#

when my job posting is

#

"Need 3d models"

#

and the description is

#

about the models

#

and what they are for

#

lol

#

Also what's with all these "fake jobs"

worn granite
#

whatchu mean fake jobs?

plush yew
#

So like there's a ton of these jobs where its a literal scam

#

"buy our product, sell it for us, and let us take 60% of profits"

#

Lmao

worn granite
#

lol nice

#

have never seen anything like that in games tho

plush yew
#

not in games

#

no

#

lol

worn granite
#

Ah

#

Yeah I dunno.

pallid compass
loud valve
#

Hi guys!
How can I add a "create project" asset type from my vault to an existing project?

worn granite
#

If you could convince people to give you money for them to do work wouldn't you do it?

kindred viper
#

@loud valve just migrate what you need

plush yew
#

@worn granite sounds illegal

#

lol

#

the example i gave

worn granite
#

Maybe, maybe not

loud valve
#

so make a new project and the migrate to the existing project?

worn granite
#

they obviously exist so I guess there's bigger fish to fry

plush yew
#

Like dude

#

this website

#

"ziprecruiter"

#

i feel like these jobs

#

are fake

#

lmao

loud valve
#

Its weird UE pushes some of these features.. as it makes no sence to create a whole new project just for a car..

plucky river
#

Hey guys I have been trying to find a previous ue4 stream. I remember someone showing off particle effects in fortnite, especially animated meshes used in particle systems (to create little dust clouds beneath the character when they are jumping)

#

I looked through the VODs for the past year but couldn't find anything.

grim ore
#

@plucky river that one is more than a year ago, it was around the time fortnite was announced.

plush yew
#

i was wondering if anyone know's why i get a 'there is no disk in the drive. Please insert a disk into driveE:.' everytime i try to export a texture from my content browser

#

@frank escarp hiw would you go about getting a foot manager

#

Good

pallid compass
#

nvm self shadowing issues lmao

plush yew
#

@worn granite on a scale of 0 to 10 in terms of progress made how would you rate my game lol

#

It's been 8 months BTW

#

Also I've never really used this engine before this

worn granite
#

idk impossible to tell without watching everything you've put out. Even then might not have the full picture.

plush yew
#

Yeah

worn granite
#

From what I've seen maybe a 4

plush yew
#

You think it shouldn't take this long?

#

Is what I mean lol

worn granite
#

you said progress, not efficiency

plush yew
#

How long should it take to get what I have done

#

Yeah my bad

worn granite
#

I can't tell that whatsoever, you've given me no metrics to base that on.

cloud cobalt
#

@plush yew Rule of thumb : you do 80% of the work in 20% of the time, and the other way around.

worn granite
#

Maybe you work 2 hrs a month.

#

Maybe you work 80 hrs a week

#

I don't know.

bright wave
#

hi, someone here who knows why performance of pubg is so bad on so much hardware?

#

is unreal engine really so bad in multithreading?

plush yew
#

๐Ÿ˜‚

#

๐Ÿ˜‚

frank escarp
#

fortnite runs well

cloud cobalt
#

@bright wave Open-world game with massive player count and zero optimization

worn granite
#

^

frank escarp
#

its just that pubg has zero optimization

bright wave
#

really?

#

what means optimazion?

worn granite
#

@plush yew give me a full spec and I can qoute you how long it'd take me

#

that's about all I can do

bright wave
#

should it not be the base (engine) which should be optimized?

worn granite
#

Ha!

#

Clearly the base is fine.

#

Look at fortnite

bright wave
#

but fortnite has much less grafics??

cloud cobalt
#

The engine itself runs fine, but as a dev you need to work on performance too

plush yew
#

@worn granite I will when I get home

worn granite
#

IDK look into this yourself, you'll get far more knowledge out of that than talking to us @bright wave

plush yew
#

I'm out on my phone

#

Lol

worn granite
#

not about the amount of graphics

#

you can have a game with less graphics than fortnite run way worse than fortnite

bright wave
#

do you have any tips for tweaking the ini files to get better performance?

plush yew
#

@worn granite so true

worn granite
#

I mean I can get a certain minimalist prototype I've played recently to 200ms per frame within 30s of opening it.

bright wave
#

is it because of the polygon counts of fortnite?

plush yew
#

@bright wave learn the profiler tools

worn granite
#

You asking as a consumer or a dev @bright wave ?

bright wave
#

consoumer

#

i am no dev

worn granite
#

Its because of the priorities in development.

#

Poly count does play a role but the importance isn't what it used to be.

bright wave
#

kk

little coyote
#

Rendering passes too

worn granite
#

There are devs whose entire job it is to optimize so I dunno if I'd call them lazy or anything. (though they need to pony up for some specialists IMO)

bright wave
#

i have 8700k@4ghz, 16gb ddr4@4000, gtx 1080@2000, ssd -> runs good, but not perfect

plush yew
#

First thing

bright wave
#

8700k@5ghz^^

worn granite
#

Anyway you shouldn't care about engines at all.

#

Its very rare the engine is the actual reason for anything in a game