Dreams PS4 - Optimize an Amazing Sculpture for Your Scene

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  • เผยแพร่เมื่อ 24 พ.ย. 2024

ความคิดเห็น • 62

  • @deadliestcholo
    @deadliestcholo 5 ปีที่แล้ว +18

    Hey, thanks Lucid stew! I'm samehousing and i really appreciate the video! been subscribed for a while, love the work you do for the community!

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว +3

      Thanks for the great sculpts. Things like these inspire me to continue to push myself to improve.

    • @jakecal6802
      @jakecal6802 4 ปีที่แล้ว

      Ergot Of Rye Could I ask how you sculpted these? The MG42 is Call of Duty quality and I’m shocked. How long did it take you and did you just reference pictures of the gun when making it?

  • @juliogrr
    @juliogrr 5 ปีที่แล้ว +19

    Rule of thumb: Design with the highest precision, optimize last. Great tutorial.
    Now we need the same tool for the gameplay thermo haha.

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว +2

      If we could combine sculpts, that would be very helpful. But, judging from how sketchy the engine gets when you have a ton of edits in sculpt mode, it might not run very fast.

  • @deansassi4753
    @deansassi4753 5 ปีที่แล้ว +13

    Your commentary is very concise and easy to listen to, almost like a good lecture. Great content

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว

      Thank you. That is my aim.

  • @ekchronic6699
    @ekchronic6699 5 ปีที่แล้ว +5

    nice video dude! i don't have this game yet but love watching these videos and saving them for when i do get the game, keep up the good work mate.

  • @神山祥子
    @神山祥子 3 ปีที่แล้ว +1

    This is simply fantastic. Great and very useful tip!

  • @personax911
    @personax911 5 ปีที่แล้ว +4

    I think a clever workaround to further reduce the thermo for games with multiple weapons is to break the gun into parts. By reusing parts for multiple weapons, and optimisation, you could create a lot of weapons.

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว

      Yeah, thats a good point. If you have a sculpture that is a group of sculpts, you can clone each one of those sculpts independently free of graphics cost. A good habit to get into is to rip those apart and set the parts aside for later use. And as you say, a valuable strategy will be to design your scenes to utilize modular sculptures with multiple purposes.

  • @danielbringhurst4541
    @danielbringhurst4541 4 ปีที่แล้ว +1

    Thanks for all the time and energy you put into your videos. The way you present and narrate is top- notch. Very concise and efficient. Keep up the great work.

    • @LucidStew
      @LucidStew  4 ปีที่แล้ว

      you're welcome. thanks for watching!

  • @vaccation8073
    @vaccation8073 5 ปีที่แล้ว +10

    Does anyone know if MM is gonna increase the amount of space/logic in the full release? Cuz im making a medium sized level (really, its not that big) and the thermo goes crazy with drawings. I was making a corridor made of wood, then i drew the details in one piece of wood and cloned it a lot of times to make ONE FRIGGING WALL. The thermo graffics went to 200%. I mean, i was not even using logic and the level was pretty empty. I hope they increase the capacity in the full release.

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว +8

      You're doing it wrong. Watch my "inside out sculpting" video.

    • @vaccation8073
      @vaccation8073 5 ปีที่แล้ว +5

      @@LucidStew that was exactly what i was looking for. Thanks man! Can you make a tutorial about joints?

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว +10

      @@vaccation8073 Sure, after I learn how to use them. :D

    • @dra6o0n
      @dra6o0n 4 ปีที่แล้ว +1

      The issue is that you are creating too many entities, each piece counts as a object and i am pretty sure they coded their game in higher level API to get sandbox customizing to work on a PS4.
      Also MM isn't likely optimizing their code yet most likely if they feel like adding more content but not polishing them much as revamping code can break all existing content from working.

  • @RanTaoSama
    @RanTaoSama 4 ปีที่แล้ว +1

    Great video, thank you very much!

    • @LucidStew
      @LucidStew  4 ปีที่แล้ว

      you're welcome very much!

  • @theamazingstu
    @theamazingstu 5 ปีที่แล้ว +1

    Killer vid dude. Thanks.

  • @ZacsNotDead
    @ZacsNotDead 4 ปีที่แล้ว +2

    Instant sub

    • @LucidStew
      @LucidStew  4 ปีที่แล้ว +1

      cool.

    • @ZacsNotDead
      @ZacsNotDead 4 ปีที่แล้ว +1

      @@LucidStew I know a lot of your dreams content is "old" I've found more than 1 video to be helpful. Thanks again

    • @LucidStew
      @LucidStew  4 ปีที่แล้ว

      @@ZacsNotDead Some of that older stuff it more relevant that others. Some things actually changed with the release candidate, for instance. I have one video about using the sculpture detail tool to essentially break the engine, which you can no longer do.

    • @ZacsNotDead
      @ZacsNotDead 4 ปีที่แล้ว

      @@LucidStew damn that sucks I'm a small channel for mk11 and i know how upsetting it can be when a patch, update, or final release can completely void work on a video pertaining to the time.
      Are u still invested in DREAMS?? I've hit a hiccup my player snap left and right (2d plane using teleport) no longer works now they show the turn animation and it's slow even with the ticker slid all the way up for turning speed. Any idea why it would no longer be snapping

    • @МихаилоЈашаревић
      @МихаилоЈашаревић 4 ปีที่แล้ว

      cool.

  • @ThomasGiles
    @ThomasGiles 5 ปีที่แล้ว

    I guess with a prop where it’s used in 1st Person, it might be a good idea to split parts of it into separate sculpts to make it easier to keep the necessary things tight while loosening up things you’ll see a lot less. For example, with the shotgun you could cut out the trigger and have it a lot lower resolution that the top and the sights if you have down-sight views in your game.

    • @ThomasGiles
      @ThomasGiles 5 ปีที่แล้ว

      Looks like you mention something this later in the video 😅

  • @BLAHBLAH1000shop
    @BLAHBLAH1000shop 5 ปีที่แล้ว +1

    Nice tutorial!

  • @derschnuff8819
    @derschnuff8819 3 ปีที่แล้ว +1

    One thing always bothered me: The option to create geometry with high edge sharpness and low resolution for the stuff between. The idea behind this is great, but not well executed: The flecks look big and uggly. If MM would add an option to disable the flecks variable color shading so we see simply a uniform color inside, nobody would notice that it is low res at all. Would be a HUGE Thermo-savior this way. Of course you could not do any scultping texturing but there is still stuff like tables walls floors and so on that would benefit from an option like that. Also i hope they decide to add PS5 support for the game so we can use the additional 8 GB RAM for objects placement and Graphics Ram. The amount of placeable objects in total always seemed to be artifical low to me. But its necessary to place a lot of duplicates for level/Worldbuilding to spare the thermos graphics RAM.

    • @LucidStew
      @LucidStew  3 ปีที่แล้ว +1

      Yeah, I agree. I'm generally opposed to forced style, and a completely bare option as well as some common patterns like leaves or windows would have been extremely welcome. My biggest complaint with the renderer is the auto-LoD that turns everything to mush at a certain distance no matter what you do. That's why I'm waiting for a PS5 update before getting a PS5. They've said they won't change thermo, but a dramatic improvement in the LoD cliffs would really improve fidelity.

    • @derschnuff8819
      @derschnuff8819 3 ปีที่แล้ว +1

      @@LucidStew yeah i noticed that with LOD aswell. Everything in this regard is autocontrolled by the Ps4 engine. Especially in VR this is even more noticeable. If the have really a long term plan/Roadmap for dreams as it was communicated...it seems to be odd to make statements like "We will not change thermo". If the really intend to make dreams a working enginge for indie game developers, they need to adresse those RAM limitations. Its good for minigames, creative presentations and all that fun stuff we were able to see. But unlike MM others are not aware of those restrictions and might be scared away of those in the end - since they dont leave to much freedom in terms of size and variety.

    • @LucidStew
      @LucidStew  3 ปีที่แล้ว +1

      ​@@derschnuff8819 You can see a PS5 never gets above 5-6% on metering. It's great that it runs super fast, but you're being told it could do 16-20 times more with no issue. It's a giant waste of hardware. I agree 100%.

  • @6oundStudio
    @6oundStudio 5 ปีที่แล้ว +2

    Great video

  • @stasdor9317
    @stasdor9317 4 ปีที่แล้ว +1

    Вау, спасибо!!!

  • @jacdreams3861
    @jacdreams3861 5 ปีที่แล้ว +1

    When you're checking for high-thermo, do you have "consider scale" turned on or off? I'm wondering which mode gives you a better read on which things are most effective to work on first. It seems as though it would be best if "consider scale" were off (but it defaults to on).

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว

      Sorry it took so long to answer this. Unfortunately, YT does not notify of every comment. I personally leave it on, because I like to see the information. The way I like to optimize is to try to equalize fleck density on an object. Sometimes this is the wrong way to go about it, for instance on objects that are purposely using varied fleck densities. There's more than one way to skin a cat is the gist, I guess.

  • @stevespera771
    @stevespera771 4 ปีที่แล้ว +1

    What do you think is good thermo for a scene? I’m getting close to 75% which I feel is WAY to high but to me the scene doesn’t seem that big and I’ve been taking everything down to the lowest level of detail possible without totally compromising the shapes.

    • @LucidStew
      @LucidStew  4 ปีที่แล้ว +1

      graphics? 100%. That comes with caveats. 100% thoroughly tested with minimal slow down. But, my opinion is that you're wasting engine potential if you're below the limit. The only exception would be when you're intentionally fluffy as a stylistic choice.

    • @stevespera771
      @stevespera771 4 ปีที่แล้ว +1

      Oh really? Then I’m right on track! Thanks for the tips. Following a lot of Dreamers on youtube right now but your channel has the best explanations and useful info! Appreciate the responses too!

    • @LucidStew
      @LucidStew  4 ปีที่แล้ว

      @@stevespera771 You bet. Thanks. Yeah, just make sure to play test and check your heat maps, but spend away!

    • @stevespera771
      @stevespera771 4 ปีที่แล้ว +1

      Lucid Stew heat maps? Didn’t know that was a thing yet. (Only been playing for a month) do you have any videos on it?

    • @LucidStew
      @LucidStew  4 ปีที่แล้ว +1

      @@stevespera771 Not to the point that it would be worth watching for that. If you go into play mode there are a few diagonostic tools that let you see how your layout is impacting performance in various ways.

  • @cameronsmusicretreat
    @cameronsmusicretreat 5 ปีที่แล้ว +1

    How will this work with cloning? If I only reduce the detail of one clone, will it now be counted as a separate object and technically *raise* the thermo?

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว +2

      If you reduce detail of the clone, the original will change as well. In order to change this you have to make them unique sculpts by altering one in sculpt mode.

  • @milboxr9772
    @milboxr9772 5 ปีที่แล้ว +1

    How can you reduce the gameplay meter mines fills up too fast to make a good detailed area without lagging

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว

      This video shows you a couple different ways you can build detail without using up a lot of gameplay thermo: th-cam.com/video/-Tkt80MQWl8/w-d-xo.html

  • @YOUareGODSMACKT
    @YOUareGODSMACKT 5 ปีที่แล้ว +1

    TIPS???
    I am making a game from which you start with a starting field where you can choose different types of levels. you can get 1 to 3 stars in every field. how can I, once I have obtained 3 stars in a field, take them back so that they are visible in my selection field

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว

      I'm going to need video of that to understand what you're talking about. Even then, I'm not that great with Dreams logic.

    • @ELbabotas1
      @ELbabotas1 4 ปีที่แล้ว

      You wanna move data from a scene to ANOTHER? Cool

  • @That.Thou.Art.
    @That.Thou.Art. 4 ปีที่แล้ว +1

    I have a question!!!! Help someone pls! Can I create a 3D model of something and next upload it from ps4 to my mac ?

    • @LucidStew
      @LucidStew  4 ปีที่แล้ว +1

      No, you can't export. Mm has been talking about export for a while, but thee hasnt been any word on whether or not it will ever actually be supported.

    • @That.Thou.Art.
      @That.Thou.Art. 4 ปีที่แล้ว +1

      Lucid Stew very sad, it would be cool) thank you for the answer

  • @danielwilliams3161
    @danielwilliams3161 5 ปีที่แล้ว +1

    I'm amazed. Sony has gone this far like it's crazy like this we have a game engine on a game console like just think about it for a second we have a game engine on a game console imagine what the PS5 can come up with yes I know we have amazing game of The Last of Us in order you're going to get death stranding but goodbye a console that's made for games after games engine it's acting like it's mind-blowing to think that I can wait I draw on my tablet actuate my free deer antlers on my tablet but to see that I can make a game or whatever and they of that without any load times or anything and I can take my time and play it like is amazing would love to see if there is a keyboard and mouse support because make controllers for using that I don't know I've never used the software before but I've seen it and it looks like people are using the PlayStation Move thing cuz the way it moves it looks like they're using the PlayStation Move maybe I'm wrong but it's a what's keep it in my support maybe that could be slightly a PayPal just for freaking or what not I'm just too amazed. I've never had anything or should I say I've heard of it but I didn't know it was a game engine of words with a game and I'm here in Dubai and I can get laid like the stuff I could have done or I could have created in my spare time I missed a whole year but I've got Concepts and I did already done for my tablet that I've made so maybe I can I don't know if there is a way to transfer my obj's to the PS4 to the game that's great if there isn't that I back together going to do from scratch cuz it's not proper Technical and I know the layoffs in the lamps and how much I need to do so it's not that hard it's just that would kind of be less time-consuming if I could do that but if is if it is still going to stay that for some time if there is like a translate do updating and Port allow obj's into the game and that's great but overall I really amazed at what it's shown so far like I was being skydiving TH-cam for like 2 hours looking and I am so amazed at what people has done or created or made let I've always wanted to do game design and whatnot it just hasn't happened and now kind of Cam for free I don't know I'm just still happy so keep up the good work

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว

      Yep, pretty cool stuff. Performance should be at least 3X higher on PS5, which means we'll be able to do roughly what we're doing now for VR content in a couple years, and non-VR content will be just silly. And don't forget hardware ray-tracing, so new lighting engine coming as well. Dreams will be nuts on PS5. Hopefully it will be out world-wide sooner than later. We need a bigger audience and more cultural perspectives to help elevate the art being produced.

  • @-aa6991
    @-aa6991 4 ปีที่แล้ว

    Not quite what I was looking for, how would I go about fixing this? (If possible ) th-cam.com/video/P3AwuNOspE0/w-d-xo.html

  • @fryncyaryorvjink2140
    @fryncyaryorvjink2140 5 ปีที่แล้ว +1

    I guess polygons would have complicated things in their own way, longer load times and download times, but we'd probably have more room to work with.
    I have barely got to play yet, but I want to make a city for car chases, I'm just wondering how much of a city would be possible even with cloning architectural details. I don't want every building to be the same, or a fuzzy mess. Is there a way to manipulate draw distance or a variable level of detail as things get closer?

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว +2

      It's not a city, but I've made a scene that was about 4 square kilometers without breaking a sweat. You'll be able to make a huge city. I'm working on buildings for just that purpose. Might be a little while before I have one available, though. You can change the draw distance. There's no point to LoD in Dreams because a copy of the most highly detail version of a thing is always free. Making multiple LoD copies and then swapping them out dynamically would actually be more expensive.

    • @fryncyaryorvjink2140
      @fryncyaryorvjink2140 5 ปีที่แล้ว +1

      @@LucidStew I was thinking distant objects could render at lower resolution, then go higher as they get closer, without having to make 2 or more copies

    • @LucidStew
      @LucidStew  5 ปีที่แล้ว +2

      @@fryncyaryorvjink2140 Like I said, that's actually more expensive to do because a copy of the most detailed version is free, and having the detail version and the low res version in the scene costs more than just the detailed version alone. Also, LoD in Dreams is done automatically

    • @fryncyaryorvjink2140
      @fryncyaryorvjink2140 5 ปีที่แล้ว

      @@LucidStew ok, thanks for clearing that up