#Computer Says No - VERY early in development

1 messages · Page 1 of 1 (latest)

green acorn
#

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 woeisthanos), 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
verbal ravine
#

dis cool

green acorn
#

i'll post some videos for it in a sec

verbal ravine
#

yay

#

ok

green acorn
#

Running on the 2016 SE

green acorn
#

getting volumetrics working

green acorn
#

Attempting to fix deferred rendering

#

Not going v well

green acorn
#

Finally getting back into it 🔥

#

Going to try implementing a better path tracer for mobile soon

rose vessel
#

Really goes to show that it's not your hardware that's the problem nowadays

green acorn
#

well im running this on a 2016 se

rose vessel
#

Exactly

#

If you can get graphics this good on THAT, then AAA game studios should be able to get games that look as good or even sometimes worse to run on most hardware, not just high end hardware

green acorn
#

This is not viable for a big studio game

#

But yes

#

I completely agree

#

Hence why I’m doing it partially

#

To prove a point that it can be done

#

Great part is ALL of that is in real-time

#

Absolutely 0 baking other than whatever Unity does

#

Gotta step up on development soon but that’ll happen after exams

#

I dread the hole in my wallet that’s incoming after I dredge through the asset store

green acorn
#

Transitition development soon, I'm completely changing the game up

#

The tech demo was cool but i realised i'd either have to pay stupid amounts of money or invest stupid amounts of time to create all the assets