![]() Said it before, will say it again- lights themselves are so performance intensive you can't expect to have more than ~15 on screen before FPS starts taking a dip, and that's before we talk about using them in complicated factories that and probably accepting that the entire vibe of my factory is changing from a brightly lit lab to some kind of cyberpunk monstrosity but another bullish part of me wants to make my existing build work, regardless of how much effort it takes- i think it'd end up being a lot of compromises for performance's sake, since, again, spamming a lot of lights is a surefire FPS-tanker. I've been messing around in u8 for a bit trying to figure out how practical it is to re-do the lighting to work with what i have (and i think it's an interesting challenge) - the path of least resistance would be to just continue this run w/o lumen and then do a fresh run at 1.0 whenever that is, going bit by bit and constructing things in such a way that utilizes the new lighting system to its maximum effect. in my case, where i subscribe to the 'really small, barely-large-enough-rooms' that are interconnected to reduce travel time, it might be the absolute worst context for the change, since spamming a bunch of lights in each room tanks performance incredibly fast Lumen looks INCREDIBLE outdoors and semi-outdoors but anything from incredibly cool to showstopping indoors- how lumen affects people's factories really depends on how things set up. builds that have lower ceilings and tight corridors essentially have to figure out ways to make the lights work, and it's usually in the form of giving highlights to a relatively bright ambience in general, even at night (devs have stated that the night time overall brightness is never intended to be so dark as to hamper visibility significantly) interesting, to say the leastĪs a little bit of context, Satisfactory added indoor/nighttime lights some time back, but they're obviously intended to be used with medium-to-large sized rooms. You can always follow our updates and progress through our different channels Website, YouTube, Twitter, Facebook, Instagram, Reddit, Discord.So this update hit, and discounting the (pretty substantial) random performance issues inherent to moving to UE5 and the EX release pretty much being mid-baking, the lumen side of things is. We have an experimental branch where we want to push in early content for future stable updates for those who want to opt in and help us test it. This process is likely something that we will iterate on as well. We use Discord, our own up-vote forum, in-game bug reports, surveys etc. We will keep on reading the discussions and talking to our community. We’ve been running a closed alpha for months up to this point and have somewhat learned how to balance addressing feedback and introducing new content. How are you planning on involving the Community in your development process? We expect the price to increase once we go 1.0, but we don’t know for sure. Will the game be priced differently during and after Early Access?
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