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Sounds interesting. How do you store assets? Unless it's a tiny game (for which UE4 isn't a great fit either) you could be looking at having to download 100MB o
by Rhedox 4y ago
Sounds interesting. How do you store assets? Unless it's a tiny game (for which UE4 isn't a great fit either) you could be looking at having to download 100MB or more every time you launch the game.
- rektide 4y agoSome of the biggest changes in gaming engines is that they have gotten much much more advanced about streaming first low res assets in, starting the game, then continuing to stream high res assets in on the fly. Even if a user doesnt have cached assets (which i think is the main point against your supposition, that assets can be cached after first launch), ideally a modern game could still load very fast at very low fidelity & keep pulling down higher fidelity assets as the user plays.
- astlouis44 4y agoExactly, this is what we're doing with our asynchronous asset fetching system.
- astlouis44 4y agoWe have our own asset fetching system which only loads in what is absolutely necessary, for example you don't need the entire game and can often get away with loading the first 5% or so. Everything else (assets) gets streamed in at runtime in the background.
- _aavaa_ 4y agoStreaming sounds great. 5% instead of the whole game is an improvement over downloading 100% just to use a small portion of the game. But if the user has to keep re-downloading those 5% over and over, then it's a bit of a wash no?
- Mikeb85 4y agoPretty sure you can get the browser to cache websites no?