Mittwoch, 24. August 2016

Developer Diary 34 From 30 FPS to 60 FPS

Sony released a quality threshold for VR games: Any game with a standard FPS rate below 60 FPS will get rejected. For the last two weeks I've been optimizing the project like hell to reach that number. With everything so far I'm almost getting up to a constant 55 FPS from the original 30 FPS with some performance spikes during large scenes and landscapes ...

- New Ocean Blueprint
- Total AI Overhaul (AI is now entirely relying on collision volumes for animations and DMG )
- Removed early Z-Pass
- Shadow settings overhaul
- Bought InstaLOD and created LODs for all landscapes and major meshes
- Incorporated those LODs (I'm still finetuning each setting, sometimes rebuilding them all)
- Post Process system overhaul (Removed a lot of settings in favor of Bloom)
- Incorporated the Oculus Forward Renderer for UE4 as seen in the Showdown Demo
- Created a holistic system of Culling Volumes
- Identified the Mip Map GPU performance bug (which lowered the PIE play for about 15 fps...)



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