![]() GAMEPLAY VIDEO: youtu.be/z8xbmBOGZyY NO SKIRT, ULTRA JIGGLE: youtu.be/bQHJSor79TA TIERS AVAILABLE: If you are interested by Silver to Diamond tiers, please send me a pm. ULTRA BOOBS/BOOTY/THIGHS JIGGLE: NSFW! : ĭeviantArt CAMMY - YORHA 2B (NIER AUTOMATA) SUPER BOOBS/BOOTY/THIGHS JIGGLE: NSFW! : REGULAR BOOBS/BOOTY/THIGHS JIGGLE: NSFW! : Introducing a new feature in my mods, along with boobs jiggle, here is the BOOTY and THIGHS jiggle, 3 variants: Ultra level Physics work to make the hair, skirt and feathers very smooth and realistic This was the most complex mod I’ve ever did so far so I hope you will enjoy it as much as I enjoyed making it As many other rough PC ports, NieR was primarily designed with a controller in mind and internally maps keyboard and mouse input to gamepad controls. Here is finally Yorha 2B in Street Fighter V, The NieR: Automata Input Overhaul Mod (NAIOM) aims to solve all keyboard and mouse related issues in the game. I get kicked off 1\3 of the time during online matches. Not everyone has an internet connection that will allow you to collect fight money rapidly. Also, this is an arcade based product without an arcade mode. If you pay $60-$120 for a game, you should expect a finished product. Download the custom LodMod. Drop xinput14.dll inside your games folder, where the. Go to Automata-LodMod and download its files. That is what “street fighter” is all about. Download 'High Performance Grass V2 (Non Vanilla)' and drop the downloaded folder 'bg' in the Data folder of your game. SFV is a great game glad we can appreciate it. They’re expensive, but for the amount of time I spend with the game it’s totally okay for me to drop a bit more into Capcom’s pockets, especially as they don’t force you to buy gameplay-related content with real money (unlike the competition I might add).Įxactly. ![]() I did, however, buy a few premium costumes. Hell LODs is basic 3D game development.the software is free.I paid 60€ and have collected 1.550.000FM to date, meaning I have more than enough FM unlocked to buy whatever I wanted to without spending anything more than the retail price. Technological Budget - We know they have a compression algorithm.we just need them to step it back a bit and start with 1024 textures where possible. Money Budget - The artists get paid for making the high res pressing them is just a machine. Taking some textures from 512x512 to 409x4096 has a negligable impact on performance.going to 1024x1024 wouldnt suddenly make the PS4 sweat. Performance Budget - The game uses like 1GB of VRAM PS4 has 3 at its disposal. So budget in every sense of the word doesnt excuse Nier. The textures start at like 4K or higher cuz imagine drawing detail at 512x512 or less, the 3D models are multimillion polygon, the Audio is raw uncompressed etc etc.after finalizing what you are going to use, you then compress/decimate/reduce until the assets fit within your performance3 budget.Įven a low budget mobile game will have ridiculously detailed high poly models at some point.just look at any 3d art devs art station or website, you will find assets that are CGI quality that they decimate and apply a normal over to make it fit in the phone or whatever budget. Make no mistake in most if not all 3D game development everything starts at "EVERYONE!" level quality. Its also the only explanation i have for them having prerendered cutscenes that look worse than the gameplay even though in engine.their original potato wasnt able to make the cutscenes.PS4 clearly can.Įven a lower budget game will still have artists start with high quality assets. (on PC the GI setting is way to high, we arent offline rendering mate) Instead of looking at their low res textures, low normals, lowpoly count.they instead utilized the extra power by simply bumping up the GI. To me it seems like they were aiming very low with the target machine then somewhere along the line after most of the final code and assets were finalized they realized the PS4 is more powerful than the potato they were planning on releasing on. Heck they dont even have to have gone completely mad and simply included 1024 x 1024 textures and NOT completely decimated them with compression and Nier:Automata would look substantially better. Now thats with textures that dont have dev level compression. Pair this with lowering the GI bounces and any modern GPU doesnt even notice. The performance impact of upping the texture resolution so? = 1 - 5 frames per second. ![]() This mod uses 4096x4096 textures.the base game uses 512x512. The thing is from the high level textures to what made the game is actually a huge jump(down) in quality.so someone had the "expertise" to compress the textures to blur level.just compress them less for surfaces that the player might stare at alot the performance loss is nothing. They already have the high quality textures.a few steps down in compression and the performance difference would be negligible.
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