[UE5] RetroFX #18 Runtime Sprite Rendering

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  • เผยแพร่เมื่อ 28 ก.ย. 2024
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ความคิดเห็น • 14

  • @du0lol
    @du0lol ปีที่แล้ว +1

    As always, your work looks incredible. Can't wait to try this out.

  • @metamind095
    @metamind095 ปีที่แล้ว

    Thanks for finally putting this horrible plasticy/rigid feel and look of games to an end.

  • @PRiMezGFX
    @PRiMezGFX 11 หลายเดือนก่อน

    Could you do a tutorial on how to implement this? Would be a great watch. I'm predominantly 3D but would like to get into more 2D games.

  • @jamesclark2663
    @jamesclark2663 ปีที่แล้ว

    Out of curiosity how well does this scale? I was using a similar technique of real-time "pre-rendered" sprites in Unity and was getting about 400 on screen at once at < 10 milliseconds without resorting to LoDs. Using LoDs I could could get about 4-6k by using actual pre-rendered imposters at distance. Unfortunately I'm not going to be using Unity any longer and I'm investigating other engines to see how well they can perform in this specific task. Any suggestions or even a comment about the feasibility of this would be very helpful!

    • @EvilReFlex
      @EvilReFlex  ปีที่แล้ว +1

      Do you mean scale by resolution or scale in the amount of actors?

    • @jamesclark2663
      @jamesclark2663 ปีที่แล้ว

      @@EvilReFlex I mean scale by the number of actors. I'm looking to make a game that would need thousands of these on screen at once. Though I'm certainly willing to concede that most would need some form of LoD so really if I could even get away with a few hundred like this while the rest are faked with actual sprites I'd be fine with that.

    • @EvilReFlex
      @EvilReFlex  ปีที่แล้ว +1

      @@jamesclark2663 thousands? I dont believe this is possible, every frame of every actor needs to be rendered to a texture in realtime for this.

    • @jamesclark2663
      @jamesclark2663 ปีที่แล้ว

      @@EvilReFlex How bad is the overhead for say maybe between 2 and 10 render textures? I managed it in Unity that way by positioning all of objects in front of a camera and rendering to a huge 2048x2048 texture and then assigning the UV rects to each sprite quad that corresponded to the 3D model. When I ran out of space on a render texture I'd create a new one along with a corresponding camera. But around ten or more cameras rendering the textures like this and it started to slow down a good bit. I know that people say Unreal tends to have a lot more overhead initially so I dunno how feasible such a setup would be for it.

  • @hubertmitura2587
    @hubertmitura2587 3 หลายเดือนก่อน

    Reminds Lands of Lore 3 pseudo 3d sprites

  • @richardtoth7240
    @richardtoth7240 ปีที่แล้ว +1

    that's a lot of sprites

  • @shimmy1984
    @shimmy1984 ปีที่แล้ว

    this looks cool

  • @Gieskebon
    @Gieskebon ปีที่แล้ว +1

    Wow good job. Will this be for sale in the future?

    • @EvilReFlex
      @EvilReFlex  ปีที่แล้ว

      I'm not happy with it, its to fps unfriendly.
      Not sure if I want to release it.

    • @Gieskebon
      @Gieskebon ปีที่แล้ว

      @@EvilReFlex that’s to bad but I understand. On the otherside, it brings ideas for other people even when it’s low fps