Leakoo
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Dev log 5 (apparently)

🕑 Added 2023-12-31 21:29:05 +0000 UTC
Dev log 5 (apparently)

Comments

Gabriel

One thing I hope you have implemented is LODs. I've been ripping apart the original YL assets, partly to inject my own materials, partly to find the camera defining objects (which I did) so I can change the FOV (which I did successfully) since YL had no FOV slider and I wanted to optimize the FOV for monitors (because I don't like VR and I have a 38" UWQHD monitor), and in the camera definitions it lists some ridiculous default farclip planes like 500 meters, which I cut down considerably, but no definitions for LOD switches based on range, and Occlusion Culling disabled by default. All of which leads to a much less optimized render. By cutting the farclip to 100 and the FOV to 90 I was able to get the results I wanted with a decent boost in FPS (because I'm running reshade on top of it to get better visuals, and I'm using NVIDIA DSR factors to punch the render resolution up to pseudo 5k [5120x2133, thank god for the RTX 4090]). So I was able to modify those camera definitions and the adjusts worked, thus I went from like 60-70FPS to 120-140 just by radically cutting the farclip plane, but when some of these people insert like ten characters scattered throughout the beach house or whatever (which I find incredibly stupid since there's usually only two actually interacting characters) and all that crap isn't being occlusion discarded, on top of a default far clip of 500 meters for monitors with no LOD flips based on range, it ends up being a huge drain. I always have to go through and delete all the superfluous characters, THEN I can finally modify the interaction to my taste.

SteelCrow13

So we'll get interactions hopefully soon but not be able to share them yet. That's fine, it gives everyone time to experiment and come up with ideas for when the time comes.


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