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I get single digit FPS on the machine I use for testing. Absolutely unplayable at 1080p. I had to manually lower the resolution down to 720p to even get near 20 FPS. I mean sure its just an iGPU but it looks like your are using a LOT of fillrate just for the post processing. Since the combat mechanics are build around a fast reaction time (and you don't have that with a frame time of around 50-60ms) it makes combat very difficult/frustrating.

Yes, its our first time using the engine, so we didn't knew about issues we would encounter. Sorry about that - we will try to check and solve issues postjam.

Combat is not build on reaction time, though - everything is turn-based. Your turn comes before enemy. You can look around (turning doesn't end your turn, moving, attacking and skiping the turn does) to check sittuation freely. Telegraph on the floor shows danger zones that will cause damage next turn, so you can move to the safe position without taking any damage. 

Ah okay, so moving also ends the turn? Sometimes I was still moving even though I did not pressed a key. Could be related to the low framerate then. Are you queuing input?

We'll look into how UE behaves on low framerates input-wise, but what we do is that on each keypress event (which I'm not sure if it can happen between visual frames, or not) we do a move and then animate it each frame. So essentially we do not queue input at all, we instantly apply it, but smoothly animate camera/character after.

What your iGPU is? We'll definitely try to make it run on a wider range of hardware post-jam, but as mentioned by my colleague, we had no prior experience with this engine, so we failed to include graphics quality options. I guess on lower end machines we can use reflection planes and forward shading, instead of SSR and deferred shading.

There's definitely something wrong with engine settings as we've seen poor performance (<30 fps) on 2070Super if it runs a 4k monitor. It shouldn't be that bad, as SSR shouldn't be that expensive per pixel, possibly there's some engine settings which scale badly with resolution. We'll figure it out post jam :)

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No worries about it. I was trying some cloth simulation and messed it up. Thats what a jam is supposed to be, trying something new.

I tried it with an Ryzen 4300GE (35W). Certainly not a gaming rig but it handles most of the jam games without a hitch and it does a good job of finding entries that are not optimized :)

The CPU utilization is very low however the iGPU is at 100% all the time. I suspect the dithering to be the culprit as it requires a ton of bandwidth and that is something iGPUs are really bad at. Try dialing it down (or disable it temporarily to see if its makes a difference). I would not be surprised if disabling dithering will double the framerate. Of course SSR and motion blur have their own costs on top of that but they are fairly well optimized.

Thanks for the info, we'll try to see if that's indeed the case. I just need to find lowspec GPU or iGPU to figure out if that would be enough, or if we'll need to go forward shading route for this kind of specs.