3 ms·
Agree with another commenter about camera height. Couple more things. 1. Your demo level suffers from Z-fighting in a few places on the floors and walls. https
by Const-me 5y ago
Agree with another commenter about camera height. Couple more things.
1. Your demo level suffers from Z-fighting in a few places on the floors and walls. https://en.wikipedia.org/wiki/Z-fighting https://en.wikipedia.org/wiki/Z-fighting
2. When viewed full-screen on a 4k monitor, textures are too low resolution. A handwritten note on the wall is unreadable.
3. Lighting is too simple. Because that’s not an FPS shooter you probably don’t need dynamic lightning nor day/night cycle, but it’s still hard. Ideally you need these multiple PBR textures everywhere, and correspondingly complicated pixel shaders.
- tmilard 5y ago1: yes, improving it. 2: yes but it is a tradeoff between texture quality and minimazing loading time. 3: Yea, ideally. But KISS is my priority : We have an editor that aims to be simple enough for all, thus no BPR & no shader.
- Const-me 5y ago2 – can you possibly replace them with higher resolution ones after the scene is already running? Ideally, gradually with a blend over ~1 second. 3 — I see. Still, you could pre-compute local illumination automatically in the editor, and bake it somewhere. Maybe into vertex attributes, maybe into another lower-resolution R8_UNORM set of textures.
- tmilard 5y ago2- --> The person Who builds the space in 3D With free-visit 'builder' decides how much he squeeze down the texture quality. His choice depends on the target: Smartphone (low quality), computer with big screen (high quality texture) 3- --> I will see with client feedback. I do not want at this point to over-engeneer free-visit. First I must find my market.