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Topic Summary

Posted by Legend
 - May 22, 2017, 02:59 PM
How is there screen tearing?  Is 120fps @ 10k too much for the ps4?
edt: it was just the Unity engine being stupid. The system just randomly decided to change the game to the lowest graphic settings.


Posted by darkknightkryta
 - May 22, 2017, 12:27 PM
Oops I broke something. I've been working on HUD design so I haven't booted the game up on the testkit for a few days. Well uploaded the newest build to see how everything looked on a different TV and...

...screen tearing everywhere! Also my primary AA solution turned off.  :P
How is there screen tearing?  Is 120fps @ 10k too much for the ps4?
Posted by Legend
 - May 21, 2017, 03:07 PM
Oops I broke something. I've been working on HUD design so I haven't booted the game up on the testkit for a few days. Well uploaded the newest build to see how everything looked on a different TV and...

...screen tearing everywhere! Also my primary AA solution turned off.  :P
Posted by SWORDF1SH
 - May 16, 2017, 09:49 PM

I can be part of your team. I can make tea & biscuits and dust the furniture.
Posted by Legend
 - May 16, 2017, 09:22 PM
Posted by Legend
 - May 05, 2017, 02:44 AM
Unity games tend to be CPU bound and VizionEck's been no exception. The gameplay premiere showed off some bad framerates (even though it was running on a beefy PC shhh!) and I'd joke that the red weapon was a framerate grenade. Today I made some changes that more than halved the framerate during action that made it go from annoying to unplayable.

So with that and the fact I need to start polishing for release anyway, I redesigned how the system handled things. All player created effects now run on their own framerate separate of the main game one. So every player can explode a "framerate grenade" at the same time and the general game will keep running at 60 fps.

The grenade effects drop down to like 5 fps for a short bit so there's still definitely room for improvement in this worst case scenario but it won't affect gameplay which is the important thing. Will also be great for VR where any drop anywhere is unacceptable.



I'm also working on my garbage collection. The framerate drops below 60 when that happens and it happens a fair amount. The blasts are all created and destroyed currently so switching to a recycling method will hopefully make that an easy fix.

(but really, ya'll have no idea how happy I am that in general the framerate is now locked to 60. Noticeable drops were super distracting when playtesting)
Posted by Legend
 - Apr 18, 2017, 04:39 PM
This game looks simple, beautiful, and innovative. Creativity is not dead and I love what you have created.  I really look forward to multiplayer and its community base.
Well thank you. That's an incredibly positive post  ;D
Posted by Cody
 - Apr 18, 2017, 04:21 PM
This game looks simple, beautiful, and innovative. Creativity is not dead and I love what you have created.  I really look forward to multiplayer and its community base.
Posted by the-pi-guy
 - Apr 16, 2017, 01:49 PM
"Debugging (verb)
Being the detective in a crime movie where you are also the murderer."

Lol
Posted by Dr. Pez
 - Apr 13, 2017, 07:35 AM
 ::)
Posted by darkknightkryta
 - Apr 11, 2017, 11:36 PM
 8)
Posted by Legend
 - Apr 08, 2017, 01:03 AM


VizionEck is releasing soon guys!
Posted by darkknightkryta
 - Apr 05, 2017, 12:34 PM
If you insist...

Spoiler for Hidden:

Now host that somewhere, near release.
Posted by Legend
 - Apr 04, 2017, 03:35 PM
Idea: create a webcomic to generate support for your game.
Just draw things every day. 
If you insist...

Spoiler for Hidden:
<img src="http://i.imgur.com/6GopiAX.png" alt="" class="bbc_img">
Posted by the-pi-guy
 - Apr 04, 2017, 02:46 PM
Idea: create a webcomic to generate support for your game.
Just draw things every day.