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A little update, mostly about visuals and performance. I think the difference is noticeable in both since the last video, posted a few days ago...

Key points:

- much denser, natural looking environment, as a lush tropical setting should look;

- despite the huge graphical upgrade, I've managed to gain about 10 FPS, in comparison to the last gameplay (link, with detailed description here 👉 https://youtu.be/K0aEa6HFP94?si=aQbMu9chxJOliUjK);

- it still struggles in the range of 40-50, while recording and it's “in editor” so I'm betting on better performance in a build (which I'm planning in a couple of days);

- let but not least, here's a glimpse of the entire map, just to get an idea about how the game looks right now: https://drive.google.com/file/d/1Frg5O3jFFX6DA63i3TbQ1TOAvs5aM_n6/view?usp=drivesdk;

And, just for fun, check out how it looked a few months back: https://www.patreon.com/fireblade185?utm_campaign=creatorshare_creator.

Oh, and, I’m also adding a really cool and easy way to create roads using just the landscape splines (as the one I'm driving on), with intersections and all that good stuff… 🙂

The main focus remains active for now: optimize this 16 square kilometers map until it's 60 fps butter smooth, looking like this (or better) of course. 😁

Until next time, be safe and happy! 🤗

Fireblade

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Project Bounded - road to 60 FPS, on a budget PC (Unreal Engine 5.7)

A little update, mostly about visuals and performance. I think the difference is noticeable in both since the last video, posted a few days ago... Key points: - much denser, natural looking environment, as a lush tropical setting should look; - despite the huge graphical upgrade, I've managed to gain about 10 FPS, in comparison to the last gameplay (link, with detailed description here 👉 https://youtu.be/K0aEa6HFP94?si=aQbMu9chxJOliUjK); - it still struggles in the range of 40-50, while recording and it's “in editor” so I'm betting on better performance in a build (which I'm planning in a couple of days); - last but not least, here's a glimpse of the entire map, just to get an idea about how the game looks right now: https://drive.google.com/file/d/1Frg5O3jFFX6DA63i3TbQ1TOAvs5aM_n6/view?usp=drivesdk; And, just for fun, check out how it looked a few months back: https://www.patreon.com/fireblade185?utm_campaign=creatorshare_creator. The main focus remains active for now: optimize this 16 square kilometers map until it's 60 fps butter smooth, looking like this (or better) of course. 😁Until next time, be safe and happy! 🤗Fireblade

Comments

ThePrinceteam

How is the LMC update progressing? Is there any information available?

Fireblade185

Working in parallel. And made some performance updates for the LMC (kinda needed because it would eat up a lot of GPU power). This is an updated version (with all the goodies attached, because you might want to walk around naked), working on the Game Animation Sample from Unreal. And I'm building the entire project, LMC and the former Developers Bay, under one unified project, Gaia World Creator for Unreal. I'm going to wrap up the world building tools ASAP, so I can only focus on character and story. Side note, the entire LMC infrastructure is redone from scratch. Simpler, more efficient and with fever dependencies that cause problems, like the one available right now. I can't pin down a timeframe but I'm guessing a week, maybe two of world building before we get back to the lewd stuff. 😁