Different Ways To Solve The Common FPS Problem

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  • เผยแพร่เมื่อ 17 ธ.ค. 2024

ความคิดเห็น • 29

  • @OdysseyHome-Gaming
    @OdysseyHome-Gaming หลายเดือนก่อน +23

    Or you could have a anim stat where the character lowers their gun when too close to walls. 🤔

    • @olehkulys
      @olehkulys หลายเดือนก่อน +8

      03:03

    • @thisaccountisnotinuse
      @thisaccountisnotinuse หลายเดือนก่อน +5

      that's the only real way it doesn't ruin the sense of scale.

    • @OdysseyHome-Gaming
      @OdysseyHome-Gaming หลายเดือนก่อน

      @@olehkulys Missed that. Thanks. 😅

    • @OdysseyHome-Gaming
      @OdysseyHome-Gaming หลายเดือนก่อน

      ​@@atDigso i said lower, he said raise.

    • @rylyyxy
      @rylyyxy หลายเดือนก่อน +1

      @@OdysseyHome-Gaming thats literally the same thing

  • @ItsBaffledd
    @ItsBaffledd หลายเดือนก่อน +9

    Tiny method but done from shaders so it only affects the rendering and not real scale, you also get to control FOV separately if you do it via materials

  • @umapessoa6051
    @umapessoa6051 หลายเดือนก่อน +6

    Just use 2x Render Objects (custom passes) and set to "After Rendering Opaques", set depth test in both, one on "always" and another one on "less equal", now your SSAO will mess up the model, just tick another option on it that i dont remember right now and fixed.

  • @LinguisticMirage
    @LinguisticMirage หลายเดือนก่อน +1

    you can also just use a shader to make it always render ontop or use a matrix to make it render in a really weird way that makes it always ontop

  • @Screwypone
    @Screwypone หลายเดือนก่อน +2

    The issues with all these is that when it comes to some players (me) going up to NPC's face, we'd get hands and guns fitting entirely within the head. It looks really goofy
    Example: play Borderlands 2

  • @waterlemon9512
    @waterlemon9512 25 วันที่ผ่านมา

    2:30 how do you make it so that the material doesnt override the textures, or do you have to make a 2 separate materials for each weapon, one for when the weapon is in your hands and another when its dropped down on the ground

  • @mabciapayne16
    @mabciapayne16 หลายเดือนก่อน

    2:36 you can make different fov for weapon and environment by just stretching the weapon model like they've done it in Half-Life 1 Colt Python. Other thing is they stretched it too much :)

  • @RealJesus
    @RealJesus หลายเดือนก่อน +1

    what about just changing the sorting layer?

  • @thehyper4288
    @thehyper4288 หลายเดือนก่อน +3

    This video is a hidden gem, thank you

  • @Shack263
    @Shack263 หลายเดือนก่อน +1

    Why does the first method affect performance so much? Why does a second render target (is that the right term?) bomb so much, even if it just has a gun model and two arms?

    • @lalukaka493
      @lalukaka493 หลายเดือนก่อน +2

      For Example your scene has a forest with 30million triangles.
      Now u have 2 cameras.
      So now the game is rendering that 30mill twice which is 60mill triangles so basically it lowers your fps as you are rendering the world twice.

    • @Shack263
      @Shack263 หลายเดือนก่อน +2

      @@lalukaka493 I understand that much, but in the case where you have a separate weapon/arm viewport, it shouldn't be as bad, right? You have the main camera drawing 30 million triangles as it normally would, for example, and a second camera that's not drawing any of that. The second camera is only drawing a gun and two arms. I know there'd be some overhead in a second camera, and you're wasting the pixels that the arm viewport covers (overdraw), but other than that why did it tank performance? Is the overhead just that high to draw three objects in another render target and overlay it?

  • @AnomalousVixel
    @AnomalousVixel หลายเดือนก่อน +3

    Skip to 3:00 for the only correct solution to this ENTIRELY self-imposed problem.
    Three minutes of wasted breath to describe 1.) a problem that only exists if you MAKE it exist by cutting corners and 2.) a bunch of silly non-solutions that look like shit and make gunplay feel flat and boring as fuck.

  • @sandman76_
    @sandman76_ หลายเดือนก่อน +2

    ı use the tiny method actaully. another camera is a good way to performance lost

    • @bertadev
      @bertadev หลายเดือนก่อน +1

      vay karşim sende burdasın bea

    • @sandman76_
      @sandman76_ หลายเดือนก่อน

      @@bertadev what are you saying brother i dont understand your language

    • @sandman76_
      @sandman76_ หลายเดือนก่อน

      @@bertadev he burdayim bea

  • @JanHMR
    @JanHMR หลายเดือนก่อน

    Hey, is there any way to contact you? Wed love to sponsor you! I own 3D AI Studio and i think your channel would be a good fit!!! Viele Grüße ; )

  • @Sidiusz_
    @Sidiusz_ หลายเดือนก่อน

    This has only two real solutions, don't be dumb
    1. two cameras
    2. separate animation for hands and weapons when close to a wall
    Everything else is just stupid solutions