• Register

《Drifting : Weight of Feathers》is a third-person shooter-action game. The combat system revolves around air-to-ground, air-to-air shooting and traversing. Each encounter in the game challenges the player to develop a situational awareness in 3D space, which includes constantly prioritizing your target whilst observing the surroundings to find out the key to advance to the next stage.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS Packaged Build Calibration (view original)
Packaged Build Calibration
previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

《Drifting : Weight of Feathers》

Steam - Store.steampowered.com
Itch.IO - Rit2040.itch.io
IndieDB - Indiedb.com
UE4 Forum - Forums.unrealengine.com

Packaged Build Calibration

Hello everyone!

TpGS 2021 is coming soon and I was busy building and testing my game lately. While I was testing out my packaged build I found out several gameplay and visual discrepancies between shipping and PIE. As a UE developer, I noticed this issue usually arises due to framerate difference - PIE capped at 120fps and packaged build 60fps - this issue could usually be solved by incorporating delta time into the calculation. However, there are instances where the solution is not as simple as incorporating delta time.

While physic simulations in UE4 already incorporate delta time into the calculation (ex: AddForceAtLocation()), physics that is not officially supported by UE4 does not have that feature (ex: Nvidia Hairworks). While I was calibrating hair mass, the same weight value always seems to be "heavier" in PIE and "lighter" in packaged build, without an update function to incorporate delta time in blueprint (the update function for hair simulation is not exposed to blueprint, granted, I could track down the simulation update function in C++ and incorporate delta time there, however, that will be too much work for me), the easiest way for me to solve this problem, is to have two sets of parameters, one for PIE and one for packaged build.

Besides the aforementioned delta time discrepancies, I found out other minor bugs that I've overlooked over the past few months, hopefully, I could produce a less buggy shipping version of my game next week and catch up on the deadline of TpGS 2021!

Wish we all have a great weekend! ⊂(・∀・と