Pixels and Polygons
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Game art, shaders, sprites and technical art
Game art, shaders, sprite work and technical art. Pretty things and the maths that makes them move.
Credit the source
Asset packs, tutorials, references — say where it came from.
Bring the detail
Versions, error text, what you already tried. "It does not work" is not a question anyone can answer.
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Share your own work when it answers the thread. A link with no context is a advert, and it gets removed.
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Showing 4 posts.
No, so, every second performance discussion now ends with "just turn on DLSS". Players say it, okay. Producers say it, less okay. Last month a producer said it in a meeting about our game thread at 21 ms. I almost had a stroke. What upscaling actually does Temporal upscalers (DLSS Super Resolution, FSR, XeSS, Unreal's own TSR) render the frame at a lower internal resolution and reconstruct a higher resolution image…
trying to do a simple 1px outline on sprites when you hover them, to show you can interact. shader graph in URP 2D. my approach: sample the main texture alpha 4 times with the UV offset by one texel up, down, left and right, add them up, subtract the original alpha, use that as the outline mask it works... except the outline is cut off at the edges of the sprite. like the top of the characters head has no outline at…
No, so. New project, Unreal 5, small team (6 programmers, 9 designers). Designers are great, they build fast. Problem: every Blueprint they make has Event Tick with something on it. Checking distance to player. Rotating a coin. Updating UI text every frame. We have 400+ actors in the level, game thread is 19 ms on target, and I measured 6 ms of it is Blueprint Tick. I tried: Talking about it in the meeting. Worked…