BeGone - Multi-player FPS Preview
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Hey guys, these are some early shots from a multi-player FPS I am working on.
- 1 vs 1 duel mode
- 1 weapon with ability to zoom
- Tactical shooter feel
- Web player based
Interested to see what you think of the screenshots
Some of the models are from http://dexsoft-games.com/ . They do great work.Originally Posted by SakarThat looks excellent! Great job on the art especially.
The gun is custom (arms holding the gun are still being worked on). The character will also be custom (at the rigging stage right now).
Looks great but how many draw calls, triangles and vertices is it?
I cant belive this running smoothly on my mac book pro at least not using real time shadows...
This looks amazing. Hows the framerate though on an average computer?
That looks awesome!
The question is, will it look that good on my computer? (That's the question the average gamer will be asking, anyways.) 'Cause all those effects are gonna suck up framerate like there's no tomorrow.
My dev computer:
OS X Leopard
2.4 GHz Core 2 Duo
256MB GeForce 8600M GT
I get between 50-60 fps depending on where I am in the map. Although since it is in a webplayer, the max is locked to 50 anyway. I already have a set of graphic settings the user can toggle. I typically keep reflective water turned off and shadows at high resolution but no cascades ('High Quality Shadows' just means 4 cascades).
The first screenshot has the most visible, thus the lowest framerate I can get in my standard configuraiton:
The computer I use to test the multiplayer:
Windows XP SP2
AMD Athlon XP 2000+ (1.66 GHz)
GeForce 4 Ti4200
This video card disables most of the effects (bump mapping, shadows). Without anti-aliasing, I get an average of 10-15 fps. I think with some additional optimizations I could get it upto 25 fps.
I am not really sure what the average computer is though. I think adding more configurable options like for "Terrain.detailObjectDistance" would reduce the draw calls a lot and get it running faster on lower end hardware.
Plus there is still more optimization to be done. The webplayer is currently 14.2MB and I need to get it down to 6. So I will likely reuse a lot of textures instead of using so many unique ones. (Unless Unity gives us client side caching in the next release :P)
Wow *that sounds very promising:
Just about 500 draw calls and 280.000 triangles even with real time shadows enabled and such a vast amount of grass.
What are yout terrain settings? Heightmap Resolution and Detail Resolution?
Originally Posted by larsbertramWhat are yout terrain settings? Heightmap Resolution and Detail Resolution?
The terrain tutorial on the wiki by .... wait a minute... you?
Heh, yeah it is you. Well that tutorial was very helpful, and your images in this thread are beautiful:
The key to keeping draw calls down is a low detail resolution. I don't think I could lower it much more. I am starting to get co-planar grass planes.
I am using baked lighting on the terrain, dynamic doesn't add much since the grass is so thick anyway.
I am lucky enough to only require a small terrain since the game is a 1 vs 1 duel format.
thanks for the flowers *but i have to say: you did a very good job.
it looks awesome.
i am really looking forward to have a look at your webplayer.
all the best, lars
Yes! Another person who understands the value of realtime shadows and proper lighting! Great job on the graphics, this should be in the gallery!
I'll tell you what the average computer ISN'T. It ISN'T that dinosaur AMD that you have!I am not really sure what the average computer is though.
In Soviet Russia, game develops YOU!
Graphically, it's the best looking FPS made so far with Unity in my opinion.
I see a bit of a problem with the high drawcall number though. Have you done any optimizing yet? What about textures consumption... how much is that eating away right now?
PS: Just saw the texture info. You're using over 100 different textures?
Thanks for the great feedback guys, I guess I am on the right track
Almost every surface is bump-mapped (if it needs it or not right now). So that adds a lot of extra textures. My strategy is to make it looks as good as I can, then start scaling back where quality will not be affected.Originally Posted by Thomas PasiekaPS: Just saw the texture info. You're using over 100 different textures?
For example, there are probably 5 different 'concrete' materials that currently have slightly different textures & bumpmaps. I could reuse just one of them and add variety by manipulating the color tint on the materials.
Since I need to get it from 14.2MB to 6MB, I will likely need to use this technique in a lot of places.
I was hoping to bake some occlusion onto the structures, but it doesn't look like that will be an option considering the file size. The gun does have occlusion though. And a fresnel reflection with a toggle for realtime reflection (but that makes it run way too slow :P)
The atmosphere you have is almost perfect. It's just that the darker parts of the map need to be a bit brighter (turn up the ambient light a tad) to simulate more accurate indirect lighting.
Yep, some of the best graphics made in Unity are right here. Everyone should take a note on this (including me) in that you don't need to sacrifice tremendous amounts of graphics quality to have your game run. You just need to plan and optimize properly.
In Soviet Russia, game develops YOU!
I agree that this is one of the trickiest parts of the illusion. I tried using the contrast stretch image effect to give a fake HDR look, but I lose AA when I do that, so it is off by default.Originally Posted by theinfomercialThe atmosphere you have is almost perfect. It's just that the darker parts of the map need to be a bit brighter (turn up the ambient light a tad) to simulate more accurate indirect lighting.
I'm a fan of the Half Life mod Natural Selection, it's a game that takes place in dark alien spaceships, but although it feels dark, it is rarely black.
I'm keeping some of their mapping guidelines in mind, specifically:
http://www.unknownworlds.com/ns/stat...trast_LightingUse High Contrast Lighting - Strive to make the lighting feel dark without being dark. A near-dark corner or two is fine, but never make areas that are completely dark. This promotes replay and reduces general frustration. Use high contrast areas to promote a feeling of darkness.
Lovely, lovely work.
// aka Unity forum member #5 (and yet, I still can't code)
Yeah, UT needs to implement something that allows one to use post effects and AA together (not to mention be able to change AA without restarting the engine).I tried using the contrast stretch image effect to give a fake HDR look, but I lose AA when I do that, so it is off by default.
Are you using just the one directional light for your scene, or do you have a back light? A back light would be the best for simulating indirect lighting. But it would probably kill your framerate due to the draw calls. But maybe not, try it out and see.
In Soviet Russia, game develops YOU!
Probably not for a few months, I do like the philosophy of 'launch early and iterate' though.Originally Posted by DaktaWhen can we actually beta test this thing?
I did try putting a back light with a slight blue hue to it (vertex only), but it didn't end up looking very good for some reason. (I am way more of a programmer than an artist :P )Originally Posted by theinfomercialAre you using just the one directional light for your scene, or do you have a back light?
The other problem is that dynamic light does not affect the grass. So the only way to adjust that is through baking.