-Bl!tz : your advises concerning the duel gameplay are so precious ! -Noob Zaibot : solids advises about gameplay. -Barballs : final layout touch with helping me with custom teleporters. -Stevelois : you're the best for the polishing phase ! -Odedge : good visual & polishing suggestions. -Thrallala : nice advises about outdoor visual. -Lord PorkSword, Diesalot, 1Xtreme, Zerglings, Rathalos150 : great support & advises ;)
-Lunaran (http://www.lunaran.com/) : THX to share those cool customs quake's textures and to help us to make live the spirit of this famous game !
-Remus (for the Mars texture)
Notes: This map was designed with duel gameplay in mind and old school FPS's rules. I also wanted a total Quake's immersion so I have worked hard on the sounds part and the general ambient, I hope you will like it ;) Of course, an easter egg is inside too :p
I must say the regular as a steady 57-60 FPS for me & the AE a constant 60 ingame.
It may make a difference in the editor but ingame the lowest FPS drop I have is 3.
Take into account that I have always the lastest ATI drivers & my DX9 is always the latest build (9.0c - June 2010 or v. 9.29.1962 if you like) which is the last final build & I'm running XP SP3.
I presume other players that get a low FPS will be benefit but not in my case & I love your portal visual so I'll stick with the original.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I tired the AE version and can tell the difference. Thanks for tweaking the portal. For what it's worth, it would have been cool to see a picture of where you were going to, even if it didn't change.
@ Steve I don't think it's an issue of FPS as I get the same in either version. Though it feels like there is lag in the video, but there isn't. I have a 5850 card with Win7, with fairly recent video drivers. So it may be an issue with the 5000 series (which was the first series from ATI to support DX11?) or a Win7 issue.
I had noticed this during testing, but thought it was my computer just being on for a while. I noticed it again testing LPS latest map and definitely when I tried using the 2D Scene actors in DeReZ. I even got that "lagginess" feeling in the editor. It would be similar to when you have a lot being displayed in the editor (with lights enabled), you move something things around and add some lights, it tends to get laggy. That is until you do a rebuild.
Ha, yeah, I understand what you mean about the lags. But other players on BU or Epic mention they had crappy FPS so I was focusing on that aspect only.
Indeed, the 5x series are the first to introduce DX11 but I don't think it's related to drivers, rather related to hardware rendering instructions & there is nothing we can do about it.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
So it's fix the "lag" effect but not the fps issue...damn I don't understand what is bad on this map, I have optimize it as usual... I would work better the portal if the map have better fps, but actually, I don't think it worth the pain to still work on a AE version if the fps still bad...
NOVA wrote:I don't think it worth the pain to still work on a AE version if the fps still bad...
Dude!
The FPS was never a problem. Both version run at my max setting (62 as I have v-sync enabled). The "AE" version fixed the only issue and that was the weird "stuttering" effect.
Kickass music, skybox (I like that it rotates ever so slightly) and outside area to really set the atmosphere for the map; maybe this is what slows down the map a bit for some. I liked the slime, jumppad and varied use of color inside as well as layout, flow and intense z-axis. Oh look, it's Quake3 sounds and logos (liked them)! Wait a minute, did I say I liked the slime? Nevermind, I changed my mind.;)
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