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Surin
เข้าร่วมเมื่อ 25 ส.ค. 2020
A Solo Game Developer Making The Dream Game
Character Customization In My Game's New Update
Empty Space is an Android game I have been developing and I update the game weekly with new features and bug fixes. We have a lot of bugs fixed, character customization added and expanded upon what we already had, new walking animation for the character and so on.
You can download the game for free from Playstore here :
play.google.com/store/apps/details?id=com.Surin.EmptySpace&pcampaignid=web_share
You can download the game for free from Playstore here :
play.google.com/store/apps/details?id=com.Surin.EmptySpace&pcampaignid=web_share
มุมมอง: 61
วีดีโอ
Mesh Poly Count Guide For Android In UE5
มุมมอง 121วันที่ผ่านมา
Poly count is not important generally but they have indirect effect on everything in our games that makes us try to reduce the number when it comes to Mobile development. Here in this video I talk about how to reduce the mesh tri count and size and how they will affect everything in the game. I hope it helps. You can download the game for free from Playstore here : play.google.com/store/apps/de...
Empty Space Teaser For Android
มุมมอง 8514 วันที่ผ่านมา
Empty Space is a free to play game now available to download from playstore. You can download the game for free from Playstore here : play.google.com/store/apps/details?id=com.Surin.EmptySpace&pcampaignid=web_share
DO NOT Use Landscapes For Android In UE5
มุมมอง 22814 วันที่ผ่านมา
Landscape tool is a great way to create massive worlds with complicated details fast but you need to convert it to a static mesh or pieces of static meshes before launching your game to Android. I will explain how to do it in this video and I hope it helps. You can download the game for free from Playstore here : play.google.com/store/apps/details?id=com.Surin.EmptySpace&pcampaignid=web_share 0...
Empty Space Original Sound Tracks Album
มุมมอง 4521 วันที่ผ่านมา
Empty Space is a free to play Android game that is available to download from Playstore. This video showcases the entire Original sound tracks album of this game. Please enjoy You can download the game for free from Playstore here : play.google.com/store/apps/details?id=com.Surin.EmptySpace&pcampaignid=web_share 00:00 - Empty Space main theme 02:25 - In the heart of Copenhagen 05:45 - I feel my...
Next Generation Graphics For Mobile Gaming
มุมมอง 14421 วันที่ผ่านมา
This game is called Empty space and is available to download from playstore. This game aims to deliver highest graphics possible on mobile and the smoothest experience possible. This video showcases the gameplay running on an Android phone featuring new gameplay and changes. You can download the game for free from Playstore here : play.google.com/store/apps/details?id=com.Surin.EmptySpace&pcamp...
GPU Scene Is A Scam In Unreal Engine 5
มุมมอง 28228 วันที่ผ่านมา
GPU Scene Is A Scam In Unreal Engine 5
Automatic Flying For Android In Unreal Engine 5
มุมมอง 124หลายเดือนก่อน
Automatic Flying For Android In Unreal Engine 5
Empty Space Gameplay Walkthrough | First 33 Minutes | Android Game Exclusive
มุมมอง 110หลายเดือนก่อน
Empty Space Gameplay Walkthrough | First 33 Minutes | Android Game Exclusive
Widgets that always face the camera in Unreal Engine 5
มุมมอง 118หลายเดือนก่อน
Widgets that always face the camera in Unreal Engine 5
How I Fixed Crashing Problems In My Android Game In UE5
มุมมอง 331หลายเดือนก่อน
How I Fixed Crashing Problems In My Android Game In UE5
Limit Your Android Game FPS In Unreal Engine 5
มุมมอง 226หลายเดือนก่อน
Limit Your Android Game FPS In Unreal Engine 5
Haptic Feedback In My Android Game In UE5
มุมมอง 1582 หลายเดือนก่อน
Haptic Feedback In My Android Game In UE5
How I Optimized A Detailed Map For My Android Game
มุมมอง 3402 หลายเดือนก่อน
How I Optimized A Detailed Map For My Android Game
How To Interact With Grass In Android In UE5
มุมมอง 2022 หลายเดือนก่อน
How To Interact With Grass In Android In UE5
Run Fast | Empty Space Mobile Power Moves
มุมมอง 1102 หลายเดือนก่อน
Run Fast | Empty Space Mobile Power Moves
Laser Eyes | Empty Space Mobile Power Moves
มุมมอง 752 หลายเดือนก่อน
Laser Eyes | Empty Space Mobile Power Moves
Carbine Shots | Empty Space Mobile Power Moves
มุมมอง 333 หลายเดือนก่อน
Carbine Shots | Empty Space Mobile Power Moves
Gun Shots | Empty Space Mobile Magic Moves
มุมมอง 683 หลายเดือนก่อน
Gun Shots | Empty Space Mobile Magic Moves
Fire Balls | Empty Space Mobile Power Moves
มุมมอง 1913 หลายเดือนก่อน
Fire Balls | Empty Space Mobile Power Moves
Magic Pop | Empty Space Mobile Power Moves
มุมมอง 6703 หลายเดือนก่อน
Magic Pop | Empty Space Mobile Power Moves
I Created My First Orchestral Music For My Game
มุมมอง 813 หลายเดือนก่อน
I Created My First Orchestral Music For My Game
First Android Game To Have Dynamic Grass ?
มุมมอง 1693 หลายเดือนก่อน
First Android Game To Have Dynamic Grass ?
Explaining My Android Horror Game | Empty Space
มุมมอง 10K3 หลายเดือนก่อน
Explaining My Android Horror Game | Empty Space
My Horror Android Game’s New Combat System
มุมมอง 1153 หลายเดือนก่อน
My Horror Android Game’s New Combat System
Funny Story Of Flying In My Android Horror Game
มุมมอง 464 หลายเดือนก่อน
Funny Story Of Flying In My Android Horror Game
901 instruction 😳😳😳
Can you help me shader problem in unreal engine when i am running game of android phone my laptop nvidia 1650x
:):):):):):)
You have to find the other 4 stars😂
😂😂
thanks so much for this, I'm using unreal engine 5.5 , but I cant seem to detect a hit event. I get the blue line traces but no red squared when the line insects a mesh with collider etc
So I fixed the issue, it was due to ultra Dynamics Skies 'occlusion volume' for the weather system, but I have no idea why it was causing physics and hit event issues.
😂😂😂😂😂❤
😂🥳
did you used Unreal's new character customisation plugin?
No, what is the plugin ? Is it an official epic games character editor ?
@@surinStudio I think the name is Mutable plugin.. th-cam.com/users/shortsoE4VrRMOA0I?si=JbGK3wpGPEgNFZYs
Works on windows but not on Android . Looks like there are some packaging steps missing to allow unreal to save files on the android file system. I built an apk with target sdk set to 28 with ndk 25 on api android-28 . I am surprised this does not work out the box. Saving game state is kind of a fundamental thing.
So agree on that. With an assets in your example it is imposible to reach decent fps without merging them as drawcalls always hit verry hard. Drawcalls hit way harder than polycount. Actually drawing vertices is cheaper than performing whole drawcall for a separate asset. I experimented a lot with it and snapdragon 720G for example is very good at handling 2mil triangles on the scene, but at the same time is very bad at having more than 150 drawcalls of complex meshes like foliage. But well depends actually, I could render 500 cubes on an empty scene while having 500-600 drawcalls with default material. But performance starts to drop at around 2.5-3 milions of tris. This is where even low draw call count of like 23 total calls doesn't save you performance and it goes down. Also I would say sometimes it is better to go to Blender import asset and remove a couple of faces here, because simplification tool built in unreal is based on aproximation and doesn't care about what details you are actually trying to reduce. My workflow is to decimate meshes by segments in blender so I can avoid this weird looking sharp angles. Modeling job is very hard, but it pays off when you optimise asset pack for mobile and it looks fantastic yet has 10 times less polycount which is awesome.
Thank you for the info, I pinned your comment
Hi, I really need help with something. I want to implement a system for cutting trees with an axe like this, but I'm running into an issue. Different axes deal varying amounts of damage, and I don't want the tree to be cut down with just one click. How can I make this work?
This is an excellent video but I also have a question please I found out you are also using a free plugin for ads to show in your game and you are using Unreal engine 5.3.2 please how do you make the ad plugin to work in your game without crashing I was trying to implement it on my game but it make my game crash when I test it on my mobile device. I am also using Unreal engine 5.3.2 thanks in advance
Thank you. I couldnt find any free plugin to display ads in my game, I bought Bansh ads and it works just fine. Also I had already set up google ads before implementing this plugin and used my own ad ids to test. I read that test ids make the game crash as well
Excellent
Thanks!
👍👍👍
bro why my vertex & index memory buffer rapidly increasing even in black project. its unreal 5.5. i am still learning. is this normal
I havent worked with ue5.5 , does it hurt your performance ? If the performance is not getting worse over time then I assume you have no problem
@@surinStudio i run that for like 30 minits its go like 14gp but nothing happen, no frame, no heating, no crash, no space tacking. but stilli dont know why that happening.
@@surinStudio You must try 5.5. they do some optimization. like tri count relay good. maybe i am testing on rog5 so maybe thats look great??
Maybe it uses a garbage system thats constantly throwing unused assets away but doesnt show it in the stats. How did you see whats happening in vertex and index memory buffer ? Did you test it in the editor ?
Rog 5 is super good and people normally dont have a phone at this level but no you would understand it if there was a problem so you should be good to go. I tested ue5.4 but the performance was worse than ue5.3 . Normally epic games says that we improved the performance but maybe what they improved is not useful for you or maybe your game uses a different pipeline. The only way to find out is testing 😃
hi thank you for the tutorial. can you please make an updated tutorial for UE 5.4/5.5, because as per gogole - "After August 31, 2024, Google Play Store requires apps to target Android 14, which requires API level 34". i am facing issues when i try to open the app created using your method in Android 14. thank you
You have to change some thing inside the android studio code, but i cant remember what it was to be homest. I found it in unreal forums and it was pretty easy to fix
@@surinStudio ok. thank you so much. i got your point, i will check on unreal forums.
You are the lifesaver!!!!!!!!!! Thank you so much
Im glad I couls help, thank you
just tell in the begining what and how and why.. i just had enought to search for a proper solution throughout your video... it looks like click bait anyway... dont explain, just say it!!
Im sorry, this is the fastest way to say it. I even created parts for the video so everyone can find what they need easier. long story short : landscapes are expensive when it comes to memory management and lower end devices tend to crash when they face something like a landscape. you can use landscapes to design your environment and then convert it to one or pieces of static meshes. then I will explain how to reduce poly count easily and fix collision and material problems.
Nah bro i think i have encountered the funniest bug, when tryinig to go into the roof of a house the camera just switched to vertical for some reason 😂 but i was able to fix the bug after the animation for killing an enemy played
Didn't break my game. Now what?
Then you are good to go :D it doesnt break the game though. Older devices struggle to run such huge landscapes and data and they tend to crash. if you are targeting a wider range of audience then you are most likely better off without landscapes.
can you make a video on how much polygon should we invest on different assets for android
This is a very interesting topic since polygon count doesnt matter anymore in the modern rendering. I will make a video about this next week
this was awesome thanks this was awesome thanks
I'm glad you found it helpful!
Thank you so much for that excellent tutorial ! I knew some of the elements but the way you dig in and show how every parameter changes the visual and fps impact is truly useful. If only Epic did it already... They did a good tutorial for PC but their lack of documentation for mobile is making us struggle to get on par with the PC / Console development. Your tutorials are really documenting these aspects, and is SUPER USEFUL ! 👍
Thank you, I am glad I could be a help in this
Hey. It looks very promising for clouds considering HV volumes in Niagara perform better than mesh based Pseudo Volume Texture raymarching. One question. How did you create a setup for "Pseudo Volume Texture" module ? For me only Sample Texture works but I cannot add Volumetric 3d texture or just a raymarching flipbook texture in a way it's displaying the texture on a volume.
hey surin, Can you make a video on how to create in game updates with our own server in unreal engine 5?
I have no experience regarding this. I am sorry I couldnt help in this matter
The thing that I did in my game. It is not only about memory management that scks completely for landscapes, but it's general performance, the way the octree is implemented and the way it generates lods for it is just completely disgusting. World partition specifically does solve problem with material complexity, but, the number of components being generated and HLOD management is just terrible. It's worth just using tiled world from static meshes than WP in general. Would never recommend anybody. The difference is so huge that this is basically that just simply x2-x3 performance increase .
In my experience 256 components landscape generates about 100-150 DC from any POI, which is not critical for PC but is a dealbreaker for mobile.
I have created my 8km landscape with blender, sliced it into 64 parts and imported with lods that are made specifically to avoid seams so that my game performs just fine. I went from 300 DC for a scene with Big boy landscape to 160 DC with 64 SM that are getting clustered with HLOD.
Very interesting insights - I wonder how games like Genshin or Diablo Immortal solve this, do you happen to know if big titles also go with SM-s? (well, they are not UE, but I assume something similar)
Thank you for the awesome info. I wouldnt use world partition in android to be honest. I had run some tests back in ue5.1 and it ran horrible with world partition enabled. dont know if they improved it at all
as far as I have seen, no artist uses landscapes in the industry. they just use static meshes to create worlds. or maybe only the people around me didnt use it :D
Thanks for the content! Your videos on optimization and general tips are amazing! Surin, in terms of Dynamic Light optimization, does your video on Mobile Shadow Optimization is the one that would be the best? Would you consider eventually, if time allows, to make a Dynamic Light tutorial for mobile in mind? Thanks in advance, and I click as fast as possible whenever I see an upload from you!
Thank you, im glad I could help. Yes that video is still valid since we practically arent able to use newer tech because of older devices on the market. if you are working on something that targets only high end devices maybe you need to optimize the game a bit differently but if you are using open gl that video is still valid. I will create a video showing my dynamic lighting settings in my new game next week.
Interesting. How do you know the landscape causes the crashes? Did you use a world partitioned landscape btw which was crashing?
Well if you have too complex scene in your game on some devices it leads to crashes due to OOM or simply 0 fps and ANR. World partition is loading huge chunks of actors sometimes leads to hitches followed by ANR.
@@МаксимПоляков-н2н3м i am so sad to hear this. After many month I just managed to deploy a landscape level on android, and now its all for nothing? :(
one thing is for sure : you cant use world partition for android. if you used legacy landscape chances are you are good to go and have no problem but you need to test on different devices. the problem is that people that download the game in playstore usually have the worst phones on the market. sometimes reducing even 50 mb of ram usage is helpful to those people. just to be safe after you are finished working on your landscape, just convert it to a static mesh.
thank you
Nice game! The beach and Tokyo locations are awesome
Thank you! I'm glad you liked the locations.
Hello, Surin! Your videos are awesome, thanks for all the knowledge that you share! I'd like to ask you, how do you feel about normal maps in regards to Unreal Engine mobile development? I've heard that they could be expensive. Do you use them? Also, do you usually use Stationary Lights? Thanks in advance!
Thank you, I always use normal maps. The game looks super flat without it. I use wpo as well for ground tesselation or gpu based animations but you need to consider texture size. I always reduce normal map textures size to 256. About stationary size no I dont remember an instance where I used stationary light for mobile. Its either static for me or dynamic. Keep in mind that baking the lighting will generate a lightmap that is most likely +60 mb in size that will be added to your final package size and ram usage
thank you , you have the best ue5 mobile tutorials!
Thank you
Excellent 👌
داداش ایرانی هستی؟؟؟😉
Bale
I've been struggling trying to build a basic indoor level for literally days now, thank you so much!
I'm glad it was helpful!
Which is the best option for packaging in mobile? ASTC or ETC2 ?
Etc2
This is the way for a Viewfinder.
Bro the character looks like Kim jong-un💀💀💀💀💀💀
The same problem for me in my game. It doesn't even work on different Android devices. Thought it does work on Samsung, but it doesn't work on snapdragon.
Like I have large open world with a lot of hism around and usual method of rendering just works fine, but when I turn on GPU scene on some devices all my hism and even landscape just dissapear, they become invisible. But in rendering preview and mali processors everything works fine. Maybe idk something, but I did a lot of research and came to a conclusion that just using culling and hlods are better than instancing mostly for mobile as fps is a lot better as we are usually limited to somewhat 150-200 drawcalls per scene and 500k - 1.5 mil tris
Although I can add that I disagree about forward rendering being better. Of course differed does sck at rendering transparency, but you can use early-z pass to overcome. But defered is just better for scenes with a lot of static meshes and dynamic shadows. Shadows are killing performance with forward but with deffered I experience performance boost in most cases around 10-15%
My game is like world 8x8 km map with WP with dense forests and lots of distance hlods dense grass and castles rocks cliffs everywhere. Forward rendering in a valley point of interest where area of visible meshes and lots is the heaviest hits like 25 fps while in deffered I experience 27-28 fps which is worth switching. Even though I had to minimize looks of my translucent materials for it.
It's also great way to drop phone support, all lower pover vr devices just drops, since nobody in Epic test gpu scene on them. It's ok for them to drop such cheap devices from fortnite, but for everyone else, gpu scene really not worth enabling. ❤
your recommendations are very helpful. thank you. very useful content for mobile developers. Today, the development of mobile games is a priority. especially for indie developers.
Thanks! Glad I could help out.
HI! do you think you could get hired at a game company if you only know blueprints?
Well to be honest you need to be familiar with coding. If you are in this line of work you coded at least in your university or at least this is what to be expected. If you dont know how to use c++ just say that you know it and start learning the basics of visual studio. You can overcome everything using chat gpt. Nobody is coding anymore to be honest. You can complete anything with blueprints but when companies are paying you good money they expect hou to do the impossible for them so you have to be open for anything or any language
пытаюсь сделать так же только в городе и ничего не получается, какие то тсранные отражения вместо нужных
Very helpful!
bro when i tried to play this i couldnt get past the beginning of the game. the portal didnt work or whatever
Lmao that thumbnail is some max level clickbait, there are some interesting techniques but the final result looks like a generic perlin noise.
Perfect 🎉
Good day sir I think I am the first to comment. I love your videos and I have learn a lot from it but I want to ask a question please. How do you implement ads in your mobile game? I bought admob blueprint and follow their video to implement it but it didn't work so for now I don't know if they is any basic ads in unreal engine to use so I can just try it out
name?
Empty space. You can download it from google playstore
Dude, that lips noises...
is this viewport preview or you've managed to get this high performance on actual android device? 😵💫 if it's an actual device- HOW? it's a mystery for me, even half empty project for me laggs af on even new android phone🙄
Its the game running on android. Its called empty space. You can download it from playatore. Also I share all my knowledge in this channel so you can find a lot of stuff about optimizing the game doe mobile here
I'm currently in the middle of an Unreal Engine 5 VFX tutorial I found on skillshare and the interior lesson was the bane of my existence and after I finished it I basically took a break for like 3 or 4 months. There's definitely stuff in there I need to learn but I'm glad you showed me this so that I can bypass that whenever possible