kite359

Newbie
May 19, 2017
20
17
Ok I see:

Message to Dev:

1. Reduce the number of polygons

One of the most common ways of optimizing game resources is to reduce the number of polygons in your 3D models. Polygons are the shapes that form the surface of your models, and the more polygons you have, the more processing power and memory your game will need. Reducing the number of polygons can make your models simpler and lighter, but also less detailed and realistic. To balance quality and performance, you can use tools such as Mesh Simplify or ProBuilder to automatically or manually reduce the number of polygons in your models, while preserving essential shapes and functionality. You can also use normal maps or bump maps to create the illusion of depth and detail on low-poly models, without adding extra polygons.
2. Compress textures and sounds
Another way to optimize game resources is to compress your textures and sounds. Textures are the images that cover your models and give them color and detail, while sounds are the audio files that play in your game. Textures and sounds can take up a lot of space and bandwidth, especially if they are high-resolution or uncompressed. Compressing your textures and sounds can reduce their file size and loading time, but also diminish their quality and fidelity. To balance quality and performance, you can use tools such as TexturePacker or Audacity to compress your textures and sounds, adjusting the level of compression and format to suit your needs. You can also use atlases or spritesheets to group multiple textures into a single file, or use looping or streaming techniques to play back sounds efficiently.
3. Using LOD and occlusion culling
A third way of optimizing game resources is to use level of detail (LOD) and occlusion culling techniques. LOD is a technique that changes the quality of your models according to their distance from the camera, while occlusion is a technique that hides objects that are not visible from the camera. Both techniques can improve the performance and quality of your game, by reducing the number of polygons and textures that need to be rendered at any given time. To use LOD and occlusion culling, you can use tools such as LOD Group or Occlusion Culling Window in Unity, or LOD System or Occlusion Culling Volume in Unreal Engine, to configure the parameters and conditions of your models and scenes.
4. Optimizing scripts and shaders
A fourth way to optimize game resources is to optimize your scripts and shaders. Scripts are the code files that control the logic and behavior of your game, while shaders are the code files that control the appearance and lighting of your game. Scripts and shaders can affect the performance and quality of your game, consuming CPU and GPU resources and generating heat and noise. Optimizing your scripts and shaders can improve the performance and quality of your game, by reducing the complexity and frequency of your calculations and operations. To optimize your scripts and shaders, you can use tools such as Visual Studio or Shader Graph to debug and modify your code, or use built-in or custom functions and variables to simplify and optimize your logic and rendering.
5. Test and measure
A fifth way to optimize game resources is to test and measure your game. Testing and measuring your game can help you identify and resolve problems or bottlenecks that affect the performance and quality of your game, such as lag, stuttering or glitches. Testing and measuring your game can also help you evaluate and compare the impact of your optimization techniques, such as the trade-off between quality and performance, or the compatibility and scalability of your game. To test and measure your game, you can use tools such as Profiler or Frame Debugger in Unity, or Profiler or GPU Visualizer in Unreal Engine, to monitor and analyze your game's CPU, GPU, memory and network usage, or use tools such as Device Simulator or Unreal Insights to simulate and test your game on different platforms and devices.
6. Learning from others
A sixth way to optimize game resources is to learn from others. Learning from others can help you discover new tips and techniques for optimizing your game resources, as well as avoiding common mistakes and pitfalls. Learning from others can also help you gain inspiration and feedback for your game, as well as network and collaborate with other game developers. To learn from others, you can use resources such as blogs, podcasts, videos, books or courses to learn from gaming industry experts and professionals, or use platforms such as forums, social media or game jams to interact and share with the gaming community.
7. Outsource / Subcontract
You can call on an external company or developer with the skills and experience to optimize your game. Sometimes, subcontracting can save you time and money. What's more, it can even help you make money in the long term, or build up a diary of contacts for future projects.


You can call on an external company or developer with the skills and experience to optimize your game. Sometimes, subcontracting can save you time and money. What's more, it can even help you make money in the long term, or build up a diary of contacts for future projects.
You can use kits, platforms or software to help you optimize your games. Certain kits can save you a lot of time, like Solverf SDK Platform or Mantle, or even OR-Tool from Google, Simplygon, Sumologic.
For Unreal Engine 5 Optimization for Beginners
It's funny.

Unreal Nanite is a feature based on Sebastian Aalton's meshlet.

meshlet is a technique first used when creating Assassin's Creed Unity.
The biggest difference from the existing method is that culling and sorting are handled only by GPU, not by CPU.
In other words, it has nothing to do with the optimization method you described.

Sometimes, I get really frustrated when clumsy experts explain Unreal 5.

If you are not sure, it is best to refer to the following paper.


Most of Unreal 5's overhead occurs during lumen card updates.

There is currently no way to describe this other than an engine defect.

The most obvious way is to reduce the lumen card update frequency by directly modifying the engine source code, but it is almost impossible to do unless you are an engine programmer.

Perhaps the engine will improve over time.
 
Last edited:

Tomoushie

Member
Aug 18, 2017
367
1,016
It's funny.

Unreal Nanite is a feature based on Sebastian Aalton's meshlet.

meshlet is a technique first used when creating Assassin's Creed Unity.
The biggest difference from the existing method is that culling and sorting are handled only by GPU, not by CPU.
In other words, it has nothing to do with the optimization method you described.

Sometimes, I get really frustrated when clumsy experts explain Unreal 5.

If you are not sure, it is best to refer to the following paper.


Most of Unreal 5's overhead occurs during lumen card updates.

There is currently no way to describe this other than an engine defect.

The most obvious way is to reduce the lumen card update frequency by directly modifying the engine source code, but it is almost impossible to do unless you are an engine programmer.

Perhaps the engine will improve over time.
I couldn't agree with you more.

(I understood absolutely nothing)
Tomoushie pretends to have understood something.
Make him believe that you're a developer and that you've written with knowledge and experience.
Tomoushie invents something to look smart!


I'd go even further: theory is when you know everything and nothing works, practice is when everything works but you don't know why. :HideThePain: :BootyTime:

No im kidding ! I just wanted to be interesting. I typed something into Google, searched and thought it would be okay to "help" the developer for the game's catastrophic optimization, despite the fact that the game is really promising and fun.
 
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Veniat

Member
Aug 15, 2017
197
585
for fatal error I did this and it worked
%appdata%/ost_game/saved/confid/windows/engine.ini
add this at the end

[SystemSettings]
r.FidelityFX.FSR3.QualityMode=3
r.FidelityFX.FI.Enabled=0
I can't even get it to the point where it saves settings, even if I try to save actual games.

Cause the link given is incorrect, it's pointing to roaming when it's actually in local.

The correct one is:
%localappdata%\OST_Game\Saved\Config\Windows\Engine.ini
or at least it is on my system.
 
Last edited:

yilkin

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pwest965

Newbie
Aug 5, 2019
22
37
some of us are on the Patreon and there are people with 4060s who still cant run the game, stop defending the terrible optimisation. There was no need to make the game unplayable for such a tiny increase in graphical quality since the game already looked more than good enough for a adult game at the start of development. Maybe throw in a bit of subsurface scattering and it would of been fine, instead months of dev time have been spent making the game unplayable for everyone, not just people pirating the game. I keep re-joining the Patreon every time a release comes out but I'm done, I don't have a modern rig but nobody should need a top of the line PC to play a porn game that's not even going for photorealism and is set in a tiny single location.
 

Veniat

Member
Aug 15, 2017
197
585
I like the devs games, but it'd be great if they could add an option to skip scenes or change all the animal dicks to human dicks; dog dicks really don't do it for me.
 

hieucamdau

Newbie
Mar 20, 2019
88
70
What to do after receiving the letter from the pantless dude ? I've walk around the map and spammed E but nothing happened. Anyone got any idea ?
 
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