tsunamayo / Starship-EVO

Welcome to Starship EVO bug tracking repo !
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[New build - EXPERIMENTAL] 22w10a: VFX technology overhaul #4624

Open tsunamayo opened 2 years ago

tsunamayo commented 2 years ago

A new optimization approach to visual FX has been introduced levering on the latest engine breakthrough. It will allows much greater performance in VFX intensive situation like space combat. All particle systems have yet to be converted (for now Laser / Beam and multitool sfx has been converted)

New system features:

Some more tweak have been made to Light rendering:

tsunamayo commented 2 years ago

Build is up. Not super exciting for you as it is one of those techy build. Experimental for now as I expect a few issues as plenty of stuff where changed... Thanks

Uncle-Ulty commented 2 years ago

optimization and efficiency mean bigger battles and more bricks for entry computers. This is perfect!

Servomotor commented 2 years ago

Tsuna, the light is not pulsating with the RGB block.

If you turned on the Red Alert in Captain Ahd's Star before this fix, you would have seen the white lights go from white to red and blink/pulsate throughout the ship.

Now, the red lights come on and pulse, but do not seem to emit red light, and the white light stays on full time as if the RGB block was never engaged.

Kaiser-Indrasil commented 2 years ago

I dunno, performance looks about the same in such battle scenario: 1 Yagini Heavy Cruiser vs 5 hostile Ancilia Corvettes

Default branch:

Starship_EVO_NJ7WbXmKzU

Experimental:

Starship_EVO_DRdaujzzg3

GPU: 2080Ti CPU: 3900X Res: 3440x1440

Oh, and the Flood Lights seem to be broken - they don't produce the volumetric light shaft or do, but it's weirdly occluded. It happens accross the board, so just plop one down and you will get this result.

Starship_EVO_MPPDu0aGAL

tsunamayo commented 2 years ago

@Servomotor okay I am having a look at it. @Kaiser-Indrasil well vfx was simply not the limiting factor in combat. I am pretty much sure it must be the physics computation as they are super super heavy, but thanks to this refactor I will be able to multi-thread those too. It should have fixed the floaty vfx on beam too. I did it mainly because I need this for gas harvesting...

Kaiser-Indrasil commented 2 years ago

@tsunamayo Ooh, I see, that's a pretty important info bit! So the limiting factor in this case is physics simulation, gotcha. Thanks for clarifying.

tsunamayo commented 2 years ago

@Servomotor Issue fixed! I will push a new hotfix soon.