NPC Manager - Crowd Optimizations with over 500 NPCs!

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  • เผยแพร่เมื่อ 15 มิ.ย. 2024
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ความคิดเห็น • 41

  • @marcthornton2900
    @marcthornton2900 4 ปีที่แล้ว +5

    Really good stuff. Surprised by the relative costs of the line trace. Glad to hear these optimizations will make it over to abk too.

    • @CoquiGames
      @CoquiGames  4 ปีที่แล้ว +1

      Yeah, I was surprised too. Simple line traces are very cheap in Unreal, and Im only tracing to the "Active" NPCs, which limits it to around 100 traces every 0.5 seconds. I'm working on further improvements so we'll see where we end up :)

  • @thecreatorx3d439
    @thecreatorx3d439 ปีที่แล้ว

    from one coqui to another. AWESOME!

  • @wtfmiki
    @wtfmiki 2 หลายเดือนก่อน

    oooo this is amazing lol finally i can spawn more than 10 enemys in the map without my pc explo......xd amazing love it

  • @KeepItSimplePC
    @KeepItSimplePC ปีที่แล้ว

    looking good

  • @gladiyit6771
    @gladiyit6771 10 หลายเดือนก่อน

    Genius!

  • @FINALFORMSTUDIOS
    @FINALFORMSTUDIOS 4 ปีที่แล้ว +1

    Wondering when we will have a chance to play around with this. :)

  • @crown9413
    @crown9413 4 ปีที่แล้ว +1

    Very nice, you've made something very similar to the Significance system they use in fortnite, although your is seems much more non-coder friendly. Any plans for releasing this?

    • @CoquiGames
      @CoquiGames  4 ปีที่แล้ว +1

      Thanks Crown9! I do plan to release this, but no ETA yet, as I just started working on this. Still lots of ideas and features to add, so let me know if you have any suggestions on how to make this better :)

    • @crown9413
      @crown9413 4 ปีที่แล้ว

      Hmm, Maybe you could put the script into components, so that if you wanted to add the system to a new character or controller it’d be really easy.

  • @Muhammad_Abdullah_Sultan
    @Muhammad_Abdullah_Sultan 3 ปีที่แล้ว

    That's amazing

  • @tkts8782
    @tkts8782 4 ปีที่แล้ว

    Aaaaand my wallet is gone again. By any chance have you thought if having them do certain things at certain "times" like a day and night routine, add fraction mechanics and make different movements for different NPC types?

    • @CoquiGames
      @CoquiGames  4 ปีที่แล้ว +1

      Yup :) Already have the capability of loading different Profiles (lists of tasks) based on time of day. But the code is still really buggy so its not ready to show yet :P

  • @mecklefeckle8569
    @mecklefeckle8569 3 ปีที่แล้ว

    Comparing out of the box and your setup, what is the maximum npcs from the default ue4 and yours?

    • @CoquiGames
      @CoquiGames  3 ปีที่แล้ว +1

      Hard to give an accurate number, but if I turn off all the optimizations my FPS tanks at around 100 NPCs in the scene. This system helps me push over 500 keeping FPS fairly high.
      You can add many more than that btw, as long as you adjust the cull distance :)

  • @GaMeNik19
    @GaMeNik19 4 ปีที่แล้ว +1

    ​ Coqui Games, hello! You're doing great job with your system! But what if I have RootMotion animations, so it can't be just disabled... is there any chances to optimize?

    • @CoquiGames
      @CoquiGames  4 ปีที่แล้ว

      Hmm, I havent tried root motion, but I think it should work. There are options to enable or disable root motion on the animation montages, so I would think it will work :)

    • @GaMeNik19
      @GaMeNik19 4 ปีที่แล้ว

      ​@@CoquiGames, I mean -- character motion comes from animation and if we disable it -- NPC will just stand

    • @CoquiGames
      @CoquiGames  4 ปีที่แล้ว

      @@GaMeNik19 Hmm, my setup uses In-place animations for movement so I can control speed, stopping, etc. I'm not sure I will support root motion for locomotion on the first release, but if its a requested feature I will take a look :)

  • @DeadMeatxx
    @DeadMeatxx 2 ปีที่แล้ว

    When will this be available for unreal Engine 5? I wanna make a game and this is perfect!!
    Tysm for making this, I will buy this as soon i can :D

    • @CoquiGames
      @CoquiGames  2 ปีที่แล้ว

      I plan to release the UE5 update soon after the official release of 5.0 early next year :).

  • @SanneBerkhuizen
    @SanneBerkhuizen 3 ปีที่แล้ว

    I'm wondering how well it performance when you package it and make the blueprint native

    • @CoquiGames
      @CoquiGames  3 ปีที่แล้ว +2

      I havent tested once its nativized, but I would assume it would be even better :)

  • @vegitoblue2187
    @vegitoblue2187 3 ปีที่แล้ว

    How do I go about this if some will actions are animation driven for games like hitman and splinter cell

    • @CoquiGames
      @CoquiGames  3 ปีที่แล้ว

      If you need the NPCs to still animate while being partially inactive, simply desect that option under Optimization in the NPC Controller component :)

    • @vegitoblue2187
      @vegitoblue2187 3 ปีที่แล้ว

      @@CoquiGames isnt detecting ai using a sphere trigger eith a separate collision channel faster than trace?

    • @CoquiGames
      @CoquiGames  3 ปีที่แล้ว

      @@vegitoblue2187 It depends. I'm actually not using traces to determine the distance (I keep an array of all NPCs in the scene and calculate their distance that way).
      However, I'm using traces to determine visibility. This means that even if an NPC is close, but cannot be seen, you can make it partially disabled. For this I need a trace on the Visibility channel to make sure it detects any objects on the way :)

    • @vegitoblue2187
      @vegitoblue2187 3 ปีที่แล้ว

      @@CoquiGames hmm well there are many ways of doing it so I guess ill explore as many options as I can before I fecide on one. Also, does Unreal take advantage of multihreading for ai? That can potentially be huge in performance

  • @gladiyit6771
    @gladiyit6771 10 หลายเดือนก่อน

    If you use Metahumans, even without animation they are expensive. Add a paragraph, please. Texture replacement. That instead of Metahuman when the player does not see moves for example Mannequin.

    • @CoquiGames
      @CoquiGames  10 หลายเดือนก่อน

      Yeah for sure MHs are quite expensive! And thats a good suggestion - replace the skeletal mesh completely when they are far (more aggressive than LODs).

  • @prodev4012
    @prodev4012 4 ปีที่แล้ว

    Do these optimizations work in multiplayer?

    • @kathoden135
      @kathoden135 4 ปีที่แล้ว

      It should be if he makes them server run instead of it running locally

    • @CoquiGames
      @CoquiGames  4 ปีที่แล้ว

      I haven't tested yet, but I intend to make the system multiplayer, so it should work at the end :)

    • @vegitoblue2187
      @vegitoblue2187 3 ปีที่แล้ว

      Kathode N yep rainbow 6 seems to do it this way for terrorist hunt

  • @bestia96
    @bestia96 3 ปีที่แล้ว

    And how to use it?

    • @CoquiGames
      @CoquiGames  3 ปีที่แล้ว

      Please take a look at the tutorials to learn how to use it :)

  • @peter486
    @peter486 2 ปีที่แล้ว

    whats realy the probem, 41k polygons for the default Mannequin *500 = 20,500,000 Polygons That pretty much a hero Asset. lower polygons, low textures and possible more streamlined rigs. and the AI script do not need interaction over x distance. you can easy push 1000 +

  • @patrykleveldesign
    @patrykleveldesign 10 หลายเดือนก่อน

    You sell this ? If yes give link pliss

    • @CoquiGames
      @CoquiGames  10 หลายเดือนก่อน

      Hi there, you can get the asset here - www.unrealengine.com/marketplace/en-US/product/npc-manager-system