![]() ![]() Then if you're adding cars, I hear UFPS is compatible with Edy's Vehicle Physics (again more money). Its possible, but you're gonna have to spend a few hundred bucks just to get the basics of what you need. UFPS + Photon Networking + some nature and Apocalypse style scenario pack. But studios that do that often produce quality games. But of course that takes time and money which both might not be available. But I believe that you should always scrap your prototype and start fresh. Sadly top notch performance doesn't sellĪnother point that happens in EA is that prototypes convert into final games. It is just what you want to focus on first. What I am trying to say is that EarlyAcces games do not have to be laggy. At the end you got a laggy, buggy game that you docter around with one makeshift solution following the other.ītw I am not saying that PUBG in particular is bad, for me it actually runs very well except for the starting screen where all players are around. Especially when you go grab your assets from stores and not define their requirements yourself. ![]() Sometimes it's about game systems, sometimes its graphic optimization and in worst case it is both. Working on the roots without any game content on the other hand is very reliefing as you can focus on one feature after the other.Īlso I know that even in established studios lack of technical quality is often an issue, not only by lack of knowledge but also by the willingness of leaders to prioritize that (featueres, features, feautures!). Once you got all the game data and scripts in it is hard to adjust the roots of your game. Also implement your loading and networking routines and if it already lacks without gameplay you really got to look into it. If that doesn't work you should not start to add content but work on that first. It is very easy to fill a scene with dummy objects just to see how it performs. Otherwise you might have a hard time to optimize things later and eventually it will never happen. But from own experience I can say that you should at least deal with the very basics of optimization early. I doubt that the first thing most developers think about is performance optimization. I think a lot of Early Access, especially open world games, suffer from those issues. ![]()
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