For people like me, who really aren't, most of the time, it's just a little bit of extra smoothness. For people really struggling with FPS, this may help a bit. I'll put up pictures of what I found tomorrow, when I have sleep. There other things like that I found, like having per-polygon collision testing on a bunch of stuff that probably doesn't need it, but this was the "low-hanging fruit" and frankly, changes of this scope are kind of un-fun to build, so I thought I'd start with this.Īnyhow, that's about it.
there's a reason why this game runs a little slow. Like, enough that I was like, "who in the heck does this and surely Upper Management is aware of the cost overruns this represents". There's also a mind-boggling amount of wasted space and memory and CPU with the way weapons are put onto 'mechs, in general. it doesn't need to be in the files, but it's in the files. So, basically, this is something that eats up a fair amount of CPU. I tested, and weapons on a given body part take damage just like normal, etc. Hits on cannon barrels aren't really valid or important in this game, even if they did anything useful at all. The way hits on 'mechs are dealt with is through the mech's main hitbox. They don't affect visuals or anything the player sees or does, but they bog the engine down. More to the point, these aren't at all vital.
Physics volumes need to get checked by things moving through their space (like, say, projectiles or other 'mechs) and they're pretty expensive to check, per frame, on stuff that moves. This is non-visual stuff players can't see. every single weapon on every single 'mech. PGI left Physics Volumes (AKA "hitboxes") on.
When I started working on this yesterday, I realized that explaining what this does to non-game-dev people- really, for the 5% of people who really care (or don't want to download a huge file like this unless it's amazing) would be hard.īasically. The official version of the EULA is in English only, but we currently have a Japanese language EULA, a Korean language EULA, and a Chinese language EULA available for reference purposes.
This license is free to use for learning, and for developing internal projects it also enables you to distribute many commercial projects without paying any fees to Epic Games, including custom projects delivered to clients, linear content (such as films and television shows) and any product that earns no revenue or whose revenue falls below the royalty threshold.Ī 5% royalty is due only if you are distributing an off-the-shelf product that incorporates Unreal Engine code (such as a game) and the lifetime gross revenue from that product exceeds $1 million USD in this case, the first $1 million remains royalty-exempt. You can find out more about royalties in the Releasing products section of this FAQ. The Unreal Engine End User License Agreement is the legal document that governs your use of the Unreal Engine and describes your rights and obligations with respect to the projects you create using the engine. Contact us to inquire about a custom license for either games or non-games use.