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RPG/FPS Project 2014

Discussion in 'Works In Progress - Archive' started by Eric2241, Apr 11, 2014.

  1. Eric2241

    Eric2241

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    I've been experimenting with lights and all that. However I could never get it to the level of cryenigine, at one point the lighting was great but the performance was even worse than now so I deleted the lights. I've read pretty much everything about graphics in Unity. So I guess I'll improve the graphics once the demo comes out. Does anyone know of any tricks to improve the graphics?
     
  2. Eric2241

    Eric2241

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    That's kinda a little excessive...
     
  3. JamesLeeNZ

    JamesLeeNZ

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    Want better graphics?

    Use cryengine.

    /chuckle
     
  4. Samuel411

    Samuel411

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    The more the merrier! ;)
     
  5. Eric2241

    Eric2241

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    I wish I could, but cryengine costs money. Of course with the release of 5.0 GI and PBS should help a lot.
     
  6. ANTMAN0079

    ANTMAN0079

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    *Giggles*

    "needs moar lens flare"
    My eyes! The goggles do nothing!
     
  7. Eric2241

    Eric2241

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    Good for you. -Eric2241
     
  8. Eric2241

    Eric2241

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    Does anyone know of any tricks to improve the graphics?
     
  9. Samuel411

    Samuel411

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    Having better textures/normals and better models. Then shall the graphics be truly improved.
     
  10. HolBol

    HolBol

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    Learn how to make good art. After you've gotten gameplay. The key to good graphics is well-made art.
     
  11. Eric2241

    Eric2241

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    I've gotten some textures from nobiax, and I'm making many of the normals through crazy bump. I'm also making the hiehgt maps through ld3t. I've also read that shaders in unity help to improve the graphics by a ton.
     
  12. HolBol

    HolBol

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    It will be for nothing without good art.
     
  13. Eric2241

    Eric2241

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    So could you provide some more specific examples?
     
  14. Baldinoboy

    Baldinoboy

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    This game is still being developed. I would think full work on optimizing is one of the last things you would do. Also correct me if I am wrong I have never been able to get acceptable performance with a large terrain in Unity. That is just on my computer at least.
     
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  15. Samuel411

    Samuel411

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    Unity Terrain has low performance its recommended to use meshes and splatmaps.
     
  16. Baldinoboy

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    I wish the Unity team would update the default terrain. Maybe sometime in Unity 5.x
     
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  17. Frostbite23

    Frostbite23

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    Lighting is the key for a great looking game. So you want better graphics? Then work on the lighting!
     
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  18. primus88

    primus88

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    Eric2241 I'll bite so I will help you out. First of all what rendering path you are using? Forward or Deferred?
     
  19. Eric2241

    Eric2241

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    I'm using forward because my pro trial will expire and indie does not allow deferred. I know that in forward the number of lights can seriously impact performance, I've also looked at the profiler it points to the forward rendering path. Alas I can't do much because I won't have pro forever.
     
  20. primus88

    primus88

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    Forward rendering + open space scene = 2-3 directional lights and 'ambient light' to mimic ambient light scattering.
    Anything else (car lights, torch lights, indoor lights etc) will require spotlight and point lights that will seriously impact your performance. NO more than three of those should be active at one time. How you handle that? Easy, make a script that enables / disables light component based on distance from player ;)

    This setup will already make your game look better.
     
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  21. Eric2241

    Eric2241

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    Cool thanks for that explanations, that's most definitely useful! As of now I'm still just using around 3 give or take 1 directional lights. Though I'm not using point lights so I'm not sure what's going on. But I'm going to make that distance activate script.
     
  22. Baldinoboy

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    I am using one directional and Lux shaders for IBL. Does not work for dynamic scenes but looks pretty darn nice.
     
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  23. primus88

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    Other things to consider, since you don't have Unity PRO -> Umbra Occlusion Culling
    1. Terrain size. Terrain over 1000 m x 1000 m with trees and other light nature props (rocks, mountains etc) already starts to hinder performance.
    2. How many textures you use on the terrain? The more textures, the heavier the load.
    3. What is the draw shadows distance? Everything over 70 is pretty heavy
    4. What is the terrain resolution? You should not modify the default one.
    5. Big camera draw distance combined with big terrain = bad

    I will be fair with you and tell you that large levels are impossible without Unity PRO occlusion culling. Every game that is based on large levels needs a form of OC. The way hardware works is that it will draw everything, no matter if it is really visible on the camera or not. So for example, a small house behind a huge apartment building, will still be drawn (processed by graphic card / cpu) even though you don't actually see it.
     
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  24. Baldinoboy

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    Definitely true.

    Having too many textures on the terrain will kill your game. I think for good performance you should stay at 4 or below.

    Not having OC is a killer. @Eric2241 you should try the OC before you lose pro. See how that affects performance.
     
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  25. Eric2241

    Eric2241

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    I have about 7 textures per map but all under 1024, the shadow draw distance is actually rather low, like 50 or so.
    I've tried the pro oc and it really improves performance.
     
  26. carking1996

    carking1996

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    Bake shadows. Don't use realtime on everything.
     
  27. Eric2241

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    I would but the problem with Unity indie is that Lightmapped shadows remove the normal mapping so the terrain textures are satisfying.
     
  28. Baldinoboy

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    Unity Indie Lightmapping is not usable. Low res shadows and no normal maps. Would not even pass for a low end mobile game now a days.
     
  29. Eric2241

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    Wow, that's awful! Hopefully they make significant improvements in 5.0.
     
  30. primus88

    primus88

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    Frankly, this is what Unity is missing. Better lighting and graphics overall. I have friends that are not into game development but they still need powerful apps for architectural showcase and what not. Sadly, they had to consider Unreal over Unity because of more eye-candy stuff.
     
  31. Baldinoboy

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    I think having 7 textures, even if they are lower res, will still slow down your game.

    Cool about the OC. How many fps did it save you?
     
  32. Eric2241

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    Yeah it probably does. The oc probably saved around 30 fps though I'm not sure.
    I agree, Unity 5.0 should really define the course of Unity graphics.
     
  33. Eric2241

    Eric2241

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    Peakaboo
    !
     
  34. primus88

    primus88

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    I hope that you have Shadows activated for only one of the directional lights, btw :)
    One directional light is the actual sun (shadows and all) and the other should be just to set the mood (like noon, dusk, dawn, overcast etc)
     
  35. Eric2241

    Eric2241

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    Yeah only one light with shadows, others are ambient lights.
     
  36. Kirbyrawr

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    I can't agree with you on the last point, there are a lot of forms on unity indie to handle occlusion system and terrain splitting.

    Cheers
     
  37. primus88

    primus88

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    Which require some advanced scripting and have different success chances based on the way you build your level.
     
  38. Eric2241

    Eric2241

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    I've seen a terrain splitting system for super large terrains but never used it. But I could find it and implement it. Also does anyone know of a indie oc system?
     
  39. Baldinoboy

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    Wow. That is impressive.

    Nice. Wearing a suit? Must be an assassino_O.
     
  40. Baldinoboy

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    I just hope there is something for free users in Unity 5. Do not need too much eye candy but some performance improvements (OC, Profiler, Built in LOD system) would really help. Unity is so awesome to work in. Just hoping for more features in Unity 5.
     
  41. carking1996

    carking1996

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    Are you serious?
     
  42. Baldinoboy

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    That looks really nice but what does the terrain look like when you are standing on it. Also rocks that depend on normals?
     
  43. carking1996

    carking1996

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    Pretty groovy.
     
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  44. Eric2241

    Eric2241

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    Unity indie?
     
  45. carking1996

    carking1996

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    Nothing in the scene uses pro, just bloom(which has nothing to do with art/texture).
     
  46. Baldinoboy

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    What are you using for the water?
     
  47. Frostbite23

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    I dont want to be rude but ill just point out the things that make it look bad in that case. But ill focus on the lighting.
    1. Wayyy to contrasted
    2. In mid-daylight shadows are not purple. Change the ambient color to a slight desaturated blue. like shown here - http://puu.sh/bh0ec/cec38e678d.png
    3. Make the ambient term a bit brighter, its wayyy to dark.
    4. There is no bounced lighting from the look of it. If you want to create one just make 2 aditional directional lights. One is the bounced light from the ground, and the other is the skylighting. Its performance heavy so right now Im making a shader that includes the ambient term. as well as some other stuff. It will save you some performance.
    5. No ambient lighting, I geuss you can bake AO in the beast lightmapper, and combine it with the realtime lighting.
    ill make a shader for you right now that includes

    - Ambient Term (Hemispherical Lighting)
    - Roughness

    and some other stuff.
     
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  48. carking1996

    carking1996

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    Standard water.
     
  49. Baldinoboy

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    How are you getting the reflection?
     
  50. Eric2241

    Eric2241

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    Awesome! I'm using 4 or 5 directional lights though I'm not sure on the best methods of the bounce lighting though.