Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 06 Oct 2010
Offline Last Active Yesterday, 08:37 AM

#5307787 Visual Studio Hardware Requirements Seem Lower

Posted by on 25 August 2016 - 12:45 AM

These are the hardware requirements by Windows for Visual Studio 2015 express

I suggest you look at the "Community Edition.

It will give you all the features of the Pro version for free as long as you have 5 or less people working on the project IIRC.

#5305956 Some question about cpu, gpu communication in d3d

Posted by on 15 August 2016 - 06:08 AM

I am going to answer this as accurately as I can.


1) Does the d3d api return right now when call it?  or return after it completely execute ? such as drawXXXX , setXXXBuffer

It returns immediately, Unless it is a Async one.


2) the UpdateSubresource method   modify the ram in graphic card directly or modify a temporary buffer in cpu side?

That is upto the driver, But AFAIK the driver generally stores it in RAM until an appropriate time to upload to VRAM.


3) If the buffers are live in ram of graphic card,  the setXXXBuffer(buffer) is just call gpu to use that buffer in graphic ram?

AFAIK from D3D10+ is that the data could be moved to system RAM and then sent back when needed due to VRAM constraints.

But yes, The data has to be in VRAM for the GPU to use it.



4) What discrepancy between context->Map/unmap  and context->UpdateSubresource , the context->Map will cause lock?

I don't recall the difference off hand, It will be best if you read the API doc's on what they do.




5) If I have n cbuffer, it sounds context->SetConstantBuffer(0, n, &buffers[0]) will much faster than SetConstantBuffer one by one,

but some guys say perframe cbuffer must set once per frame, and per object cbuffer will be set many times per frame, Is it necessary 

for me to set perframe cbuffer together with perobject cbuffer to gain the "one commit will faster than multi commit" ? or set them dependently?

The fewer commands sent to the driver/GPU are better.

A buffer stays bound to the D3D pipeline till something else is bound in its place, But you can update the contents without having to rebind it.

A per object cBuffer HAS to be set for each object, hence its name as it is useless to render object N+1 with N's data.


Also: Profile, profile, profile.

Not everything will affect the performance of your game/app the same way as others do, Outside of general API usage.



#5290879 Will Unity or Unreal Engine 4 suit better for me?

Posted by on 09 May 2016 - 03:01 PM

The biggest difference between them, IMO, is that Unreal comes from an AAA lineage and has relatively recently started extending its reach down to mobile and indies, while Unity comes from a mobile (iOS) / indie lineage, and has been steadily extending its reach towards greater and greater AAA ambitions.


What this means for users is that they're really both converging towards similar capabilities, but they come at it from different beginnings. Both companies have a huge staff dedicated to ongoing engine development, very capable people all around, so you shouldn't make the mistake of assuming that Unreal is somehow more legitimate. In practice, Unreal has put a lot of effort into user-friendlier tooling with UE4 but there are still more and sharper rough edges than in Unity's tooling. Unity is more friendly for the casual developer, but sometimes the fact that they assume lesser of the average Unity user can get in the way -- Usually you can get around it, but it sometimes seems like more work than it ought to be, or that what you need is more hidden.


Licensing is also a big difference -- both in terms of access to the C++ source code (which you might come to need for performance tuning) and in cost to you to license either engine for commercial use. Unreal offers up C++ source code access for free, while Unity charges ~$50,000 last I checked. For usage, Epic wants 5% of your gross revenue above $3000 per product, per year, but there's no seat license -- this is nice and simple; its also entirely free if you're using it to make CG films, IIRC. Unity wants $75/month subscription or $1500/one-time fee per seat, per platform-package (e.g. extra iOS, Android features, Consoles -- which I think are a higher fee), but they don't take a cut of your sales after that. Depending on what platforms you target, how many developer seats you're licensing, and how many sales you expect to do, one of these options will save you money; If you make a lot of sales, Unity works out to be less expensive in the end -- the break-even point is lower or higher as a function of how many seats and platforms you license, and whether you need C++ source; but, you pay unity up front, regardless of whether you make any sales at all. Unreal costs more when you're successful, but it doesn't penalize you if you have a commercial failure -- 5% is really never a burden. When I worked it out once, basically if you make less than a couple hundred thousand in sales, Unity is the cheaper option; if you make more than that Unreal costs you, but making "too much money" is a wonderful problem to have and you'll probably be overjoyed to give them their 5%. That 5% is definitely cheaper than a team of high-caliber engine developers.


That said, whichever is most comfortable and has learning resources and a community that suites you is probably the way to go. Your game is always more important than the engine, and these engines and toolsets are already close enough to parity that either will block you from achieving your vision.

The Liscense has a reference in it that you can contact them for custom liscensing, But I don't know at what point that would be viable.


But I agree, having to pay Unity/Epic is a good problem to have :)

#5290628 Will Unity or Unreal Engine 4 suit better for me?

Posted by on 08 May 2016 - 06:06 AM

-Are the Unreal Engine 4 graphics way better than the ones of Unity, or just a bit?

I believe thare are one or two things that UE4 does that Unity does not, But Unity may also do one or two things that UE4 does not.

-are there much good up to date C++ Unreal Engine 4 learning sources out there?

Unfortunetly, There is not much C++ tutorial around.

But I believe Epic is aware of this and working on it.


-Extra question: do you have other advice, you would like tot share regarding this topic?

Use both if you can and then make a final descision.


You can check out the "Unreal Engine" YouTube channel if you want to see some of there tutorials and livestreams.


Are there an specific graphical technices you need for your games?

With UE4 you also have the option of getting the source from GitHub(once you've linked your Epic account to your GitHub one) and checking out a branch or fork and using that.


Right now UE4 does not seam to have a built in GI solution(there is the heightfield GI, But I don't know if that is viable).

There are forks for GI: VXGI(Nvidia Gameworks branch) And AHR branch)*





*I am refereing to realtime GI

#5289698 Game Tools!

Posted by on 02 May 2016 - 04:33 AM

So, a few question, is, how do you develop game engine? (cue in the laughtrack)

Not easily, You should start by making a game and then refracturing  the reusable parts.

I would suggest using libraries as much as possible to save you time and effort, Examples: Bullet Physics, Hieroglyph3 (Graphics), Ogre(Graphics), QT(UI), WxWidgets(UI), RakNet(Networking), Etc.


Bottom line: You will be able to build a (complete) game faster/easier using Unity/UE then building it from scratch.


I was building my own engine, Basic but usable.

Then I got UE4.10 and was able to recreate my game within a week (Check out "Toy on a Mission" Week of Awesome II).

Since then I have been adding stuff and features that would not be possible in such a time frame because I would have to figure it out and implement it.


Sure Unity/UE have there problems and quirks, But you need to decide what would be better for you.



#5288645 what is meant by Gameplay?

Posted by on 25 April 2016 - 01:58 PM

They are probably talking about stuff like powerups and interactions.


So your different health, ammo, whatever containers are done as a script as performance is not an issue and a scripting language allows you to iterate faster.

#5281502 Building in a OS that you don't have (Cross-platform 2D engine)

Posted by on 16 March 2016 - 10:09 AM

As a side note: You have to have a license for for Win7 to legally run it in a VM.

#5273471 Low Poly vs. High Poly

Posted by on 31 January 2016 - 09:13 AM


The other way around is mostly easier, by making different LODs.
You can also take a look at tesselation or geometry shaders (for example to split polys into more polys.

It depends on your needs, for more detail and netter looking models, Hodgman put you in the right direction (modelling).


What is a LOD? I don't recall hearing this term before.

Check here

#5268690 Visual studio cannot compile 32bit or Release Mode

Posted by on 01 January 2016 - 04:50 AM

You can look at this that has some basic info.

I suggest that you search MSDN for the error.



#5267188 What will change with HDR monitor ?

Posted by on 20 December 2015 - 01:19 PM


Looking forward to seeing a display first hand that would support the full Rec.2020 space. Anyone knows if such displays are actually available for purchase yet?


Manufactors say that next generation of quantum dot/ led should make possible to reach 90% of rec 2020 colorspace.

Unfortunately that will probably take a while to filter down to South Africa (for broad usage).

But progress is nice, Maybe I will be able to skip straight from my standard/normal/RunOfTheMill monitor to something like this :)

#5267150 Vulkan is Next-Gen OpenGL

Posted by on 20 December 2015 - 08:43 AM

Again, I don't see what I could need on Ubuntu. I'm pretty sure all will be open and integrated by default. So what exactly are you talking about?

I beleive OpenGL and presumably Vulken too are Open Standard, Which means anyone(?) can get access to the standard that defines how the interface is (supposed) to work.



#5266210 Unity Vs Unreal

Posted by on 14 December 2015 - 12:36 AM


If you use Unreal, Epic Games takes 25% of your revenue, after Steam or Apple,

That changed some time ago. It's now 5% of your gross revenue.


Per product, But all that's in the EULA and T&C's

#5265992 Unity Vs Unreal

Posted by on 12 December 2015 - 01:26 AM

Unity5 has some kind of global illumination library integrated if that is what you are referring to.

But as far as I know it is used to create lightmaps, But may also work dynamically to.

#5265908 Unity Vs Unreal

Posted by on 11 December 2015 - 12:12 PM

Also you could get both(if data is not an issue, UE4 is ~5.5Gib download) and try to implement something in both

#5265896 Indie Game Company Names

Posted by on 11 December 2015 - 11:00 AM


Red Rose Games

Games of the Red Rose - Grr for an acronym