Just gotta make this so that I can sorta log changes ig and also in case I manage to fix any issues people might use in the future. My game is a cross platform AAA FPS (yes I chose one of the hardest genres
), primarily focused on proving you CAN run good graphics on old mobile hardware (all of my tests seem to confirm this), as well as providing an actually decent mobile FPS that isn't multiplayer (hopefully). The device I am using as a baseline is my main, an iPhone SE from 2016, with an a9 chip. I have currently gotten SSR, realtime GI, full PBR 4K textures and volumetrics to work at a somewhat playable framerate on the a9, with some caviates.
Gonna pop some bits in about stuff I've learnt so far, and I'll update this as I go along (no pictures for now, I'm on my laptop that heats up whenever I launch chrome). First off was today, where I had a weird issue when moving assets from one project to another. The lights were washed out, and my emmisive materials were not getting bloom. After much testing, the fix was apprently that I had HDR disabled on my main camera, sometimes the fix really does suck. 5 hours wasted but hopefully no one else makes the same mistake.
In terms of an ETA, there currently isn't one, it took long enough for me to even choose an engine to start with (a year of moving between Unreal, Godot and Unity). Ultimately I decided graphics were important to me, and Unity's top notch asset store carries in that department. I am very welcome to feedback, I believe I'm not allowed to post test builds of the game here which is kinda sad but I'll post test play videos instead and any critisms would be greatly appreciated, I am new to this but am committed, I've seen too many devs drop out because of either a toxic surrounding or just loss of motivation, and sometimes they have really cool ides. Apparently this thing has a text limit so I guess I'll finish up here, thanks for reading if you got this far.
- JWI
