Optimizing my Game so it Runs on a Potato

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  • เผยแพร่เมื่อ 5 พ.ค. 2024
  • In 6 months I've taken my Godot game, Bloodthief, from 9 fps to 60 fps on this potato of a computer. Here are all the things I did to make that happen!
    ➤ WISHLIST BLOODTHIEF ON STEAM: store.steampowered.com/app/25...
    ➤ JOIN THE DISCORD: / discord
    This is a devlog for Bloodthief, the indie game I'm working on inspired by Quake, Hotline Miami, Ghostrunner, and ULTRAKILL. In this devlog I talk about Optimization!
    Leave a comment below if you have any feedback on the game or questions about my process!
    --------------------------------------------
    Chapters
    0:00 Intro
    1:20 Occlusion Culling
    3:03 Baked Lighting
    4:27 Optimizing Enemies
    7:17 Shader Compilation
    13:40 Graphics APIs
    17:22 Rapid Fire Optimization Tips
    18:14 Ending & Results
    #devlog #gamedev #godot #indiegame #indiedev
  • เกม

ความคิดเห็น • 852

  • @aidenmckown5659
    @aidenmckown5659 19 วันที่ผ่านมา +2324

    PLEASE add an Easter egg so that we can enable to the audio or visuals for the shader comp loading screen, that’s hilarious😂😂

    • @Splarkszter
      @Splarkszter 17 วันที่ผ่านมา +71

      100%

    • @dan_loeb
      @dan_loeb 17 วันที่ผ่านมา +36

      yes, please!

    • @ZaidaZadkiel
      @ZaidaZadkiel 17 วันที่ผ่านมา +22

      signed

    • @rose_allen
      @rose_allen 17 วันที่ผ่านมา +60

      was about to comment this. I think that a 10x speed preview of the level is kind of a cool feature as well.

    • @ZaidaZadkiel
      @ZaidaZadkiel 17 วันที่ผ่านมา +25

      ah i know! record the entire audio of the gameplay and then edit it and shift its speed 10x so it sounds like chipmunks all the whole loadingbar

  • @theridonculesknights
    @theridonculesknights 19 วันที่ผ่านมา +710

    Shader loading sounds are fucking hilarious

    • @Lachrymogenic
      @Lachrymogenic 16 วันที่ผ่านมา +58

      game be like "son, our neighbour is coming round to visit"
      game: "OH SH- FCK FCK CLEAN UP PUT EVERYTHING AWAY, KILL ALL THE DEMONS RQ"

    • @theridonculesknights
      @theridonculesknights 16 วันที่ผ่านมา +24

      @@Lachrymogenic just Gmod glitching out sounds as the game scrambles to make itself presentable

  • @r4ych836
    @r4ych836 19 วันที่ผ่านมา +1049

    This is the best kind of devlog, gets you excited about the game and also teaches you something about game dev!

    • @Blargis3d
      @Blargis3d  19 วันที่ผ่านมา +91

      thank you, glad you enjoyed it!

    • @calebgilbertyt
      @calebgilbertyt 18 วันที่ผ่านมา +22

      So true, I think most of the gamedev audience is a little brained out for something "entertaining", and just want something interesting and inspiring, amazing video blargis!

  • @Markty07
    @Markty07 4 วันที่ผ่านมา +14

    12:36 PLEASE MAKE AN EASTER EGG TO ENABLE THE SOUND AGAIN
    "It sounds like the game is frantically cleaning a room" Is waaay too hilarious

  • @steluste
    @steluste 19 วันที่ผ่านมา +369

    Omg thank you. I was little bit disappointed when I first launched your game because it run at 25-30 fps on my uhd 620 thinkpad. Now I'll be able to play it at 60fps wohooo
    Edit: for compiling shaders you can set camera fov to 180, detach it from the player spawn on different parts of the map and rotate it 360 degrees. I saw this method used by antii for his game Road to Vostok. You can check it out on youtube

    • @Nate-bd8fg
      @Nate-bd8fg 16 วันที่ผ่านมา +12

      Rotate 180° lol

    • @realskyquest
      @realskyquest 7 วันที่ผ่านมา +1

      Nice more fps, road to vostok its pretty good, but pretty buggy now after moving to godot(*rip the guy with godot 3d optimizations*)
      Godot is really neat for 2d, but 3d hurts. As a web developer I'm afraid of react and testing(*its a pain, but i still do it*)

    • @steluste
      @steluste 7 วันที่ผ่านมา +1

      @@realskyquest I agree. Having good looks doesn't mean it's good at 3d.

  • @skaruts
    @skaruts 19 วันที่ผ่านมา +680

    Why so many OccluderInstance3D nodes? A single one should be able to bake occlusions for an entire level.

    • @Blargis3d
      @Blargis3d  19 วันที่ผ่านมา +673

      OMG I'VE BEEN DOING IT WRONG THIS WHOLE TIME
      Just tried it like you just mentioned any yeah, the way you say works. I guess the way I describe is still useful for the anyone who wants to only have certain objects be occluders - but yeah for the general case I'm doing it the dumb way, lol, sucks that I can't go back and change the video now. Thanks for the tip though!

    • @GoodmansGhost
      @GoodmansGhost 18 วันที่ผ่านมา +48

      @@Blargis3d How many frames gained?

    • @slavsit7600
      @slavsit7600 18 วันที่ผ่านมา +7

      @@Blargis3d ye

    • @DrunkenLeaf
      @DrunkenLeaf 16 วันที่ผ่านมา

      @@Blargis3d Man ain't this just the bitch about game development lol.

    • @abdelhakim1291
      @abdelhakim1291 16 วันที่ผ่านมา +14

      ​@@Blargis3dhow many frame Gains u got?

  • @Joshimuz
    @Joshimuz 19 วันที่ผ่านมา +358

    Hello, speedrunner here.
    I haven't watched the whole video yet and I'm in a rush but during the AI section you mention adding a random number to the AI's pathing tick cycle. Please seed this random number generator to the same seed everytime or the tiiiinnnnyyy amount of randomness this will cause will certainly screw TASes (and maybe super high level speedruns) forever.
    Thanks :P

    • @Blargis3d
      @Blargis3d  19 วันที่ผ่านมา +187

      Ooooh that's a really good point. Noted! Shouldn't be too hard to seed this

    • @Joshimuz
      @Joshimuz 19 วันที่ผ่านมา +63

      ​@@Blargis3dNice, sorry to probably add another global variable to the pile :P

    • @trentbillington1093
      @trentbillington1093 19 วันที่ผ่านมา +65

      @@Blargis3d It also has the potential to break your shader compilation replay!

    • @rankail
      @rankail 15 วันที่ผ่านมา +17

      ​@@Blargis3dit would be even better if you just count up the frame offset % 20. That would almost guarantee a rather even distribution of the calculation.

    • @thepro4805
      @thepro4805 15 วันที่ผ่านมา +2

      i was thinking about how it would totally ruin TASes as well! lol

  • @maxwell_edison849
    @maxwell_edison849 13 วันที่ผ่านมา +290

    bro get your wife a new computer PLEASE

    • @sean7221
      @sean7221 7 วันที่ผ่านมา +15

      It's her punishment.

    • @Elias01056
      @Elias01056 6 วันที่ผ่านมา

      ​@@sean7221for what

    • @sadstrawberry8834
      @sadstrawberry8834 5 วันที่ผ่านมา +7

      ​What did she do

    • @toucan6109
      @toucan6109 4 วันที่ผ่านมา +6

      Bro people have other things in life than video games

    • @maxwell_edison849
      @maxwell_edison849 4 วันที่ผ่านมา +12

      @@toucan6109 doesn't mean she doesn't deserve a better computer? weird take is weird

  • @BluesM18A1
    @BluesM18A1 18 วันที่ผ่านมา +175

    Constantly finding barriers in your game's development that are tied to years old issues and pull requests on the github that are supposed to be fixed and merged in just the next update, that is just the Godot experience. Lord help us.
    But also thank you very much for making this video, best insight I've ever gotten on how I can apply optimizations as a fellow Godot developer.

    • @Saas_1
      @Saas_1 17 วันที่ผ่านมา +2

      May I ask why you are using an engine that has the problem you just described?

    • @BluesM18A1
      @BluesM18A1 17 วันที่ผ่านมา +26

      @@Saas_1 quite simply, because I am not smart enough to make my own engine yet.
      Even if I was, Godot would probably save me so much time that instead of sitting and waiting for bugfixes I'd be fixing them myself and sending pull requests.

    • @bitnewt
      @bitnewt 14 วันที่ผ่านมา +23

      @@Saas_1 Other engines also have bugs, but the reports and discussion aren't as easy to find when they aren't open source.

    • @RADkate
      @RADkate 10 วันที่ผ่านมา +6

      @@Saas_1 the thing is with godot it will eventually get fixed but from i know of unity it just gets replaced by an equally broken system

    • @alexisjsosa
      @alexisjsosa 8 วันที่ผ่านมา

      Unreal doesn't have *ANY* of the issues listed in the video, using Godot is literally just shooting yourself in the foot.

  • @wolfcl0ck
    @wolfcl0ck 7 วันที่ผ่านมา +10

    "Light baking can sometimes take a long time, think on the order of minutes."
    Literally the best advertisement I've heard for Godot as someone whose main engines up to this point have been Source and Unity.

  • @candybluebird
    @candybluebird 17 วันที่ผ่านมา +73

    I live for developers talking about all the ways they optimize their code. Also you should keep the sound on for compiling shaders. It is really really funny

    • @xdanic3
      @xdanic3 16 วันที่ผ่านมา +6

      Agreed, it made me laugh so much when I heard it

    • @ryan_1314
      @ryan_1314 2 วันที่ผ่านมา +3

      It should be added as a secret option in settings that's just labeled something like "toggle loading screen tomfoolery"

  • @blakkerr
    @blakkerr 18 วันที่ผ่านมา +59

    Having the game do a pre-recorded run for shader compilation is a really clever idea, even if a broader solution is coming for the next versions.
    For the AI/pathfinding optimization I had a similar issue, and what I found is to have a singleton responsible for all enemies, and have enemies queue into it to have their next update calculated (can be for path update, sensor check, whatever could cause an issue in large numbers). That way you can control how many calculations you want to per tick (could even adjust it dynamically based on performance), and guaranteed to not have any accidental overlaps.

  • @Xeloph986
    @Xeloph986 19 วันที่ผ่านมา +138

    I ran into the same problems with OpenGL and Vulkan when I launched my game on steam. I ended up just adapting all of my visual effects to look mostly the same between OpenGL and Vulkan and then exported both versions and set them as different launch options on steam. Imagine my panic when I launch the game on Steam and I immediately get bug reports on how the game just doesn't lauch 😭

    • @Blargis3d
      @Blargis3d  19 วันที่ผ่านมา +48

      Oooof this terrifies me lol. Might end up having to do this. Was your game Godot as well?

    • @Xeloph986
      @Xeloph986 17 วันที่ผ่านมา +32

      @@Blargis3d yeah it was. It ultimately came down to the fact that it's a retro pixel game. And like you said in the video, people expect to be able to run retro looking games on potatoes :D
      So yeah, setting up a Compatibility launch option or a beta option on Steam might be necessary to make sure everyone can play.

    • @sulfur2964
      @sulfur2964 15 วันที่ผ่านมา +5

      I'm following ultra engine development and they completely switched to opengl from Vulcan, while gaining performance on amd GPUs. They have a great vide explaining why Vulcan is terrible for development and how almost no games use it, lol

    • @SilverDragonsmx
      @SilverDragonsmx 9 วันที่ผ่านมา

      @@sulfur2964 OpenGL is functionally a dead end. Development has ceased entirely on it, and it will not see any improvements nor new features. As far as I can tell by the presentation (that also uses AI generated images, which as far as I am concerned is already a red mark against something, I also have no interest in watching a nearly 2 hour video that's functionally just someone going over a slideshow, so maybe something was covered there but not in the slideshow), with all the main arguments essentially boiling down to pointing at numbers entirely out of context, and pretending like a point has been made. (ex, Vulkan games in 2023 vs GlideFX games in 1999, which ignores that game development as a whole has changed since 1999)
      Also minimum system requirements for an API doesn't exactly mean anything - sure you can now "support" games on something as old as a geforce 420, but no one is going to be practically targeting hardware that old, meaning it's equally as valid to say "The GeForce GT 630 is the minimum support for Vulkan".
      Also OpenGL driver support is known to be sketchy at best. This has been well documented.
      Also the wording of "API drivers buggy" isn't a search term normal people will use. instead, "API driver issue" is FAR more likely to be searched, which shows 15.6m results for DirectX, 10.8m results for OpenGL, and 3.4m for Vulkan. (also the original search query gives completely different numbers, with exclusively DirectX being the only one even remotely close).
      As with any sudden and significant performance boost, I would sooner suspect a poorly implemented Vulkan pipeline over any actual benefit to switching to OpenGL.

  • @c.codyflick2210
    @c.codyflick2210 19 วันที่ผ่านมา +38

    Re: compiling shaders. That's what me and my colleagues in the industry like to call a "spicy" hack. 👌

  • @Circle_boi
    @Circle_boi 19 วันที่ผ่านมา +58

    Chapters
    0:00 Intro
    1:20 Occlusion Culling
    3:03 Baked Lighting
    4:27 Optimizing Enemies
    7:17 Shader Compilation
    13:40 Graphics APIs
    17:22 Rapid Fire Optimization Tips
    18:14 Ending & Results

    • @J0rdan069
      @J0rdan069 15 วันที่ผ่านมา +1

      What is th point of this?

    • @SapkaliAkif
      @SapkaliAkif 15 วันที่ผ่านมา +1

      @@J0rdan069 Maybe the commenter will go back to the video for spesific purposes.

    • @J0rdan069
      @J0rdan069 13 วันที่ผ่านมา +3

      @@SapkaliAkif Yeah, but these chapters are already in the video.

    • @ultimaxkom8728
      @ultimaxkom8728 12 วันที่ผ่านมา

      Hmmm... culling, pruning, distributing, simplifying, and memoization.

    • @SapkaliAkif
      @SapkaliAkif 12 วันที่ผ่านมา

      @@J0rdan069 Ah, then maybe the comment was copied to the description afterwards.

  • @Pope_
    @Pope_ 18 วันที่ผ่านมา +26

    As someone who has been forced to play some games at 20 fps for years, thank you so much for adding some of these optimizations. Specifically i want to point out the resolution scale options. Its relativly simple to implement but, from a players perspective, can make or break how fun a game is.

  • @Hiasae-spue
    @Hiasae-spue 19 วันที่ผ่านมา +71

    I think an alternative way to mitigate shader stutters could be to have a main menu background, where a camera flies through a sort of demo/secret level.
    This would look kinda old school and in line with your game art style.

    • @FrozenDozer
      @FrozenDozer 19 วันที่ผ่านมา +26

      And then your main menu stutters and freezes like crazy. Not exactly ideal, lol

    • @Aeduo
      @Aeduo 18 วันที่ผ่านมา +1

      @@FrozenDozer I wonder if shader compilation blocks the whole process or if the like, menu and player controls and stuff are on a separate thread from the main game, if the menu would stay interactable even if the scene in the background is choppy. It'd be noticeable but certainly not as big of a problem as ingame stutters.

    • @L1vv4n
      @L1vv4n 18 วันที่ผ่านมา +3

      @@Aeduo i don't know for sure, but if during stutter a GPU waits for shaider to process current frame it might be that decoupling menu rendering from the background render is too complex task. Like you will need two renders a separate frames, and than ask gpu to combine current state of both into one frame.

    • @Aeduo
      @Aeduo 18 วันที่ผ่านมา

      @@L1vv4n I think this is kinda the point of something like vulkan though, where you can have some task going on while other stuff is happening and you synchronize tasks and allow stuff to continue or wait based on what tasks have completed or not.

    • @leihau
      @leihau 13 วันที่ผ่านมา +4

      @@Aeduo asynchronous shader compilation exists, it waits for the shaders to be compiled before rendering, which solves the freezes at the cose that it may make assets invisible for a moment. I'm unsure that exists for Godot though

  • @Jungus1999
    @Jungus1999 16 วันที่ผ่านมา +12

    Hey so with your Pathfinding optimization, it might be helpful to add your Knight agents to a queue and have a manager cycle the queue, invoking their pathfind() function on whatever interval you’d like. You’re probably already aware of this solution but I just thought I’d share since it helped one of my projects. Great video!

  • @jex8885
    @jex8885 15 วันที่ผ่านมา +3

    This was probably the most interesting gamedev video I've seen yet, it's production grade information for polish, which is rare imo.

  • @abdulwasay81
    @abdulwasay81 17 วันที่ผ่านมา +6

    I am so so happy that the TH-cam algorithm brought me to this place, I watched all the devlogs and really really loved your videos but more the actual game. I got excited to know that I can play it for free right now and just played the demo and OMG those few minutes made my day. Most fun I have ever had playing a single player game in a while! Thank you and I wishlisted it ❤

  • @TRUFANATIC
    @TRUFANATIC 19 วันที่ผ่านมา +4

    that's the greatest devlog! i learned a lot about optimization in godot, thank you!

  • @TavishMcEwen
    @TavishMcEwen 19 วันที่ผ่านมา +9

    If you can get an id for each enemy, instead of generating a random number for each, you can instead use mod(id, 20)
    so the 1st, 21st, 41th, 61th, etc enemies will update on the 1st tick, then the 2nd, 22nd, 42nd, etc on the 2nd
    perfectly dividing the enemies up into 20ths for AI updates every tick

    • @Blargis3d
      @Blargis3d  19 วันที่ผ่านมา +3

      Whoah! I'm gonna use this. Also deterministic which is great for speedrunning and stuff

    • @TavishMcEwen
      @TavishMcEwen 5 วันที่ผ่านมา

      @Blargis3d idk what the mod function in gdscript/c# is but it just gives a remainder, just in case that wasn't clear

  • @kobalad1118
    @kobalad1118 18 วันที่ผ่านมา +7

    As someone who is doing a retro-style fps on godot using Qodot and who has the same performance issues, I can't thank you enough for the techniques displayed here

  • @2004.HondaCivic
    @2004.HondaCivic 19 วันที่ผ่านมา +4

    Man I genuinely cannot thank you enough for these videos. Your 90s level design video introduced me to the trenchbroom + qodot pipeline a few months ago and I have never looked back. Bloodthief is coming along very well, best of luck

  • @GlassEye-er6rz
    @GlassEye-er6rz 19 วันที่ผ่านมา +14

    Ohhh, I was just thinking today, "when are you going to release the video? " and then it comes out right in front of my eyes, enjoy watching it all

  • @antonsimkin
    @antonsimkin 19 วันที่ผ่านมา +5

    you are true engineer. i think its the first in a long time i saw someone talking abt optimisation.

  • @embyrdev
    @embyrdev 19 วันที่ผ่านมา +2

    Awesome! I'm glad people are actually making use of the occlusion option :D

  • @EthylJogodo
    @EthylJogodo 4 วันที่ผ่านมา

    your work is not only informative but also incredibly inspiring!

  • @Ralke1
    @Ralke1 14 วันที่ผ่านมา +1

    very good work! Impressive how much content you explained so easily and detailed at same time.

  • @dappercthulhu4386
    @dappercthulhu4386 2 วันที่ผ่านมา

    Hey thanks for this. I'm pretty new to 3d game dev and your solutions to these problems will definitely influence how I approach my own projects

  • @StephenBrown85
    @StephenBrown85 18 วันที่ผ่านมา +2

    This was a very well put together video - a lot of this stuff is not mentioned very often and takes a while to figure out!

    • @Blargis3d
      @Blargis3d  18 วันที่ผ่านมา

      I'm glad you found it helpful!

  • @nudiee
    @nudiee 19 วันที่ผ่านมา +82

    0:59 the t-posing knights sliding towards you is terrifying

  • @noise_dev
    @noise_dev 18 วันที่ผ่านมา +1

    Dude this content is golden. Also I love the contribution from other godot devs in ur comment section. Keep it going!

  • @pread
    @pread 10 วันที่ผ่านมา

    thanks for making this video, as someone else making a godot game this was really informative. wish you luck on your game

  • @ryan_1314
    @ryan_1314 2 วันที่ผ่านมา +1

    THANK YOU THANK YOU THANK YOU!!!!! As someone who has a potato computer similar to the one in the video (gen4 processor, 8gig ram, no GPU I think) I'm glad you had a computer that bad in mind when optimizing. I'm no programmer by any means, but there's so many games I play that could easily have performance fixed with simple optimizations, such as enabling culling for more objects, staggering calculation times, reducing keyframes, not processing animations for objects out of view, or being able to toggle off shaders so potato PCs like mine don't have to process every object's ray tracing and motion blur. Literally just watching you optimize your game has convinced me to add it to my wishlist :)

  • @FinaISpartan
    @FinaISpartan 14 วันที่ผ่านมา

    Please make a part 2 with all the advice from this video! Would love to see how far you can push the optimizations!

  • @mplaysstufffullstreams3240
    @mplaysstufffullstreams3240 17 วันที่ผ่านมา

    incredible and beautiful work :) you are truly a visionary

  • @le3lux
    @le3lux 16 วันที่ผ่านมา

    I love the technical stuff. It's really interesting. Game Dev for me is that technical aspect as well and I wouldn't want just level designe or system crafting. Hope u show more in the future

  • @VilasNil
    @VilasNil 16 วันที่ผ่านมา +5

    That's a nice jade roller you got there bro, so envious

  • @mastergame1311
    @mastergame1311 15 วันที่ผ่านมา

    These videos are so entertaining and informative. Love them.

  • @plectro3332
    @plectro3332 13 วันที่ผ่านมา

    I have never tried the game but I've been following these videos pretty religiously. They're very interesting and your video making is top quality!

  • @kingkaruulm
    @kingkaruulm 18 วันที่ผ่านมา +1

    Not sure when you made most of these changes, but since I started playing a few weeks ago, it has run beautifully on my 1070. I love to get insights into your process, and I'm glad that you have a decently sized community of playtesters to help you. You really deserve every ounce of support you've gotten so far, and beyond!

  • @Staubbs
    @Staubbs 12 วันที่ผ่านมา

    Thats an incredibly smart way to set an optimization goal! Great job.

  • @TheSpiritForceGD
    @TheSpiritForceGD 17 วันที่ผ่านมา

    I plan on switching to Godot sometime in the next few years and videos like this are very informative. Great work.

  • @xburgui2542
    @xburgui2542 13 วันที่ผ่านมา

    loving how the game is turning out, ur a huge inspiration for me :D

  • @bartolomeus441
    @bartolomeus441 17 วันที่ผ่านมา

    I laughed so hard at the game rendering everything at once. Very informative, learned a lot

  • @silver17yearsago66
    @silver17yearsago66 วันที่ผ่านมา

    Thank you so much for sharing your experience i was able to improve the optimization of my own game

  • @KoGameStudio
    @KoGameStudio 12 วันที่ผ่านมา +1

    This is my new fav game dev youtuber by far lmao

  • @ThiagoJaqueta
    @ThiagoJaqueta 18 วันที่ผ่านมา +3

    Shader pre-compilation is an essential feature for every modern PC game. Glad to see it being implemented, even if it's done in a "unusual way" :D
    For your game, consider adding a integer scaling for resolution scaling, while also giving an option to disable the filtering. So players can play at 1/2 Res, 1/3 Res, 1/4 Res, etc... Prodeus added this option and I personally love it, even though my computer can easily handle the 1440p Native res, I prefer to play older games at 1/3 Resolution to get the those chunky pixels.

  • @memesalldayjack3267
    @memesalldayjack3267 6 วันที่ผ่านมา +1

    man, i feel like I've learned stuff that takes decades to learn just by watching this video, and the guy seems very supportive of his community which ik doesn't sound like a big deal, but it's actually pretty rare

  • @mjdevlog
    @mjdevlog 19 วันที่ผ่านมา +1

    The moment you explain about shader compilation problems, i was thinking "Hmm, what if the game plays itself in background while the loading screen takes place".
    Glad that you actually found the exact same solution and it works

  • @jumbledfox2098
    @jumbledfox2098 15 วันที่ผ่านมา

    your game looks freakin epic!! love it :3

  • @WizardGCruz
    @WizardGCruz 6 วันที่ผ่านมา

    wow man, such a heavy atmosphere, i will buy your game for sure

  • @cumcumcum148
    @cumcumcum148 19 วันที่ผ่านมา +58

    Love the progress on this game. The amazing fact that this game have only two levels, yet people so invested in it

  • @KorboKommando
    @KorboKommando 19 วันที่ผ่านมา +3

    A game inspired by Quake, Hotline Miami, Ultrakill, and Ghostrunner? Literally some of my favorite games. I cant wait to try this game out

  • @tacky4237
    @tacky4237 19 วันที่ผ่านมา +1

    Spectacular work.

  • @yeabseraendalkachew9591
    @yeabseraendalkachew9591 19 วันที่ผ่านมา

    A fantastic video!!! Keep it up!!! You have earned a subscriber 👍

  • @Sand.
    @Sand. 19 วันที่ผ่านมา

    I loved the video, definitely going to subscribe!

  • @astropolski
    @astropolski 19 วันที่ผ่านมา +1

    Great vid. Thanks for sharing.

  • @DrondaDesuix
    @DrondaDesuix 7 วันที่ผ่านมา

    The switch from dark-mode webpage o light-mode webpage during the "changing your light setup" was masterful.

  • @fran13r
    @fran13r 13 วันที่ผ่านมา

    Can't wait to play your game when its out. It looks really fun.
    Thanks for looking out for potato users.

  • @ducpaii
    @ducpaii 5 วันที่ผ่านมา +1

    cool project man

  • @stitchfinger7678
    @stitchfinger7678 17 วันที่ผ่านมา

    "Frantically cleaning its room" spot on lol
    Really insightful video

  • @mike_wake
    @mike_wake 19 วันที่ผ่านมา

    Lots of useful info, thank you!

  • @iPuls3
    @iPuls3 11 วันที่ผ่านมา +2

    As someone who reported stutters on the playtest I'm very happy to see you taking performance concerns seriously!

  • @extremepivotDX
    @extremepivotDX 18 วันที่ผ่านมา +1

    Bro that solution to the shaders was wild, and I loved it

  • @TuRmIx96
    @TuRmIx96 18 วันที่ผ่านมา +1

    Lightbaking in minutes, hah! Lucky you went with the PS1 look.
    When I was working in gamedev one of our map took 8+ hours. With a 32 core CPU and 6 other 8core PCs helping. We had 10+ maps. You could imagine the frustration when something needed a change or we had to fix something on the map for production. But that was in Unreal engine! Well at least we never had a problem with shader compilations :) Exept ofc when master shaders changed and had to recompile hundreds of thousands of shaders. Fun times.
    Great video btw! You did a great job!

  • @TCrag
    @TCrag 16 วันที่ผ่านมา

    great work, high FPS for a movement shooter is key. Great to see old systems still being considered for optimisation.
    Look as how the optimization problem was solved back in the day for Quake as this may be relevant.

  • @arti972
    @arti972 11 วันที่ผ่านมา

    i like the volume on the loading screen, it gives that type of old game with some oversight which is cool. plus makes the loading screen something less boring, and if I want I can turn it off myself. Maybe not 10x the audio idk I LIKE IT

  • @hiroshiamagutsu
    @hiroshiamagutsu 19 วันที่ผ่านมา +2

    This man always gets my huge respect

  • @bjornnordquist1616
    @bjornnordquist1616 13 วันที่ผ่านมา

    Very interesting and a great learning resource. Thanks for sharing and creating this video.
    While I am currently working on a 2D game I believe it will make the most sense to keep a potato option for CPU rendering at lower resolutions, hoping that this will mitigate all potential issues with OpenGL.

  • @Sirebellum1337
    @Sirebellum1337 19 วันที่ผ่านมา

    Man I'm so hyped about this

  • @Sydney_2011
    @Sydney_2011 16 วันที่ผ่านมา

    I hope you have something really cool in store for all your beta/play testers. They seem like such an important part of the development process. You should reward them.

  • @johnathanrigatoni9531
    @johnathanrigatoni9531 10 วันที่ผ่านมา

    ngl this game looks sick, I will now wishlist it on steam and wait for the full game to release.

  • @Butterscotch_96
    @Butterscotch_96 10 วันที่ผ่านมา +4

    Funny how for 50 bucks more you can get a Steam Deck.

  • @Agshsdbfn-uv7lg
    @Agshsdbfn-uv7lg 18 วันที่ผ่านมา +1

    Great video!

  • @ferenc_l
    @ferenc_l 19 วันที่ผ่านมา

    These devlogs are great! Are you planning to make a tutorial on your character controller / state machine? I think it would be really helpful for a lot of people. Keep up the good work!

  • @lejeffe1663
    @lejeffe1663 15 วันที่ผ่านมา

    blood thief???? hell yeah!!!! Blood by monolith and shadow warrior are top tier games in my list......absolutly amazing subscribed!!!

  • @corndoghead1
    @corndoghead1 4 วันที่ผ่านมา

    13:40, thank you for blinding me while i was watching in the dark

  • @SirNoticules
    @SirNoticules 18 วันที่ผ่านมา

    Had to check and make sure but, yeah it really helped with random stuttering good job.

  • @xdroid101
    @xdroid101 19 วันที่ผ่านมา +2

    Nice, I can finally run the game smoothly!

  • @FLX1309
    @FLX1309 16 วันที่ผ่านมา

    Even though I'm not a dev, these videos are still soo interesting to watch

  • @moeburhanimeez7354
    @moeburhanimeez7354 19 วันที่ผ่านมา +4

    I love this GAME!

  • @arctiformgames
    @arctiformgames 19 วันที่ผ่านมา

    Optimization is such a pain, you made me realize i prob need to compile shaders in my game too!

  • @strooky1855
    @strooky1855 18 วันที่ผ่านมา +1

    Hey man, really cool video, nice to see something different to the "and then I copied this code online!!!" stuff that most gamedev videos are. One thing with the enemy navmesh optimization, you could recalculate the path everytime the player moves a certain distance. If the player isn't moving too much then you're making unnecesary calculations. You can then add a random delay for the calculation. Still really cool video!

  • @PaperFloss
    @PaperFloss 3 วันที่ผ่านมา +1

    just tried out the demo and it's looking really fun so far super exited for the full game.
    edit: please add SteamVR support in the full release it would be so addicting (in a good way).

  • @BeAltyrnative
    @BeAltyrnative 19 วันที่ผ่านมา +1

    i kinda love all the sounds playing while loading, reminds me of old pc loading sounds haha

  • @Doom_C
    @Doom_C 8 วันที่ผ่านมา

    The game looks awesome. Immedietely wishlisted it.

  • @fatjesus7772
    @fatjesus7772 19 วันที่ผ่านมา +1

    honestly, id love it if the loading screen showed the gameplay like that. Also the audio. It just sounds fun to me. Maybe leave it in? have a big mute button in case someone doesnt want it

  • @ImoTubeReal
    @ImoTubeReal 13 วันที่ผ่านมา +1

    Finally, a developer that does actually optimize and playtest for low-end PCs! 🥳

  • @ry6554
    @ry6554 15 วันที่ผ่านมา +1

    Bookmarking this video for use on my game

  • @awsmeanthony
    @awsmeanthony 18 วันที่ผ่านมา +3

    As someone with a potato I see this as a absolute W.
    Edit. I have a Vulcan specific potato so still a W.

  • @WingDingsArts
    @WingDingsArts 15 วันที่ผ่านมา

    Man this channel is so underrated

  • @Lupophobic
    @Lupophobic 9 วันที่ผ่านมา

    Okay.. so after watching the gameplay for 5s, i had to pause the video the second i saw the game, just to play the demo... Now i can watch the video without any interruptions. 10/10

  • @thaddeus5944
    @thaddeus5944 3 วันที่ผ่านมา

    I might just get this game, it actually seems kinda fun, and seeing how its made makes it all more interesting

  • @ultimatedude80
    @ultimatedude80 10 วันที่ผ่านมา

    Well I know what im excited for >.> hopefully this runs good on steam deck because thats what Ive been playing games on alot lately

  • @GarDenofThieves
    @GarDenofThieves 17 วันที่ผ่านมา

    The shader compilation hack is nuts. Desperation truly breeds innovation!

  • @gaimnbro9337
    @gaimnbro9337 11 วันที่ผ่านมา

    Good job!

  • @chucksneedmoreland
    @chucksneedmoreland 17 วันที่ผ่านมา +1

    liking the new games coming out using godot

  • @HaoXuan
    @HaoXuan 19 วันที่ผ่านมา +1

    Great improvement! I'm one those who reported single digits on my potato, I just tried again and it works much better.
    I also tried forcing opengl out of curiosity but it constantly stutters terribly.