Can I ask you something?
Added 2024-10-05 15:28:36 +0000 UTCWhat is more important to you?
Comments
Since I think the real main seller of this product, the main hook to me, is the physics and interactions, I think performance is more in line with the goal. No doubt the visuals are fantastic. But since I'd trade visual fidelity for accuracy in motion, I'd rather the focus be on accessibility to that motion being more of a priority
Sunlight Swift
2024-10-15 11:38:05 +0000 UTCAnother thing to keep in mind is that graphics is changing a lot due to AI. Not only DLSS and the future FSR4 (using AI to upscale images and provide superior anti-aliasing), but also neural filters that essentially translate a more crude image into hyper realistic ones. That latter is still in early development and suffers from a lot of problems - it's probably going to take years still before it is fully viable. However, once we do have those kinds of filters, graphics prior to the neural rendering step aren't as important anymore. If anything, it would just tank performance for no reason. For reference, I'm talking about achieving this kind of result: https://e6ai.net/posts/65521 (SFW)
FurryVNE Team
2024-10-10 09:10:09 +0000 UTCAs for tracking player camera and POV, it's something we'll get to after URP migration. We need to go URP before we do VR (and related features).
FurryVNE Team
2024-10-10 08:58:44 +0000 UTCThe current render pipeline is very inefficient. Your problem MAY get better once we migrate to URP. That being said, you can always try limiting the framerate by going to Edit > Preferences, and setting a hard limit on the frames. If nothing else, I do recommend getting noise cancelling headphones. Personally, I always have mine.
FurryVNE Team
2024-10-10 08:57:03 +0000 UTCI'm moving between US cities at the moment, so when I'm not near my Desktop PC, I'm depending on a 10-year old Asus Laptop that can barely handle 1 character. With that perspective, I'm on Team Performance by default.
Zexiara ✨
2024-10-10 07:58:52 +0000 UTCWhile this is true, I’d say it’s a bridge best crossed when we come to it. We passed the threshold of diminishing returns on graphical fidelity a long time ago, so what’s cutting edge today won’t be obsolete in a year like in the past. By the time there’s going to be a serious need for a visual overhaul, FVNE is likely to be largely feature complete and there will be plenty of development resources to commit to eye candy alone compared to now. And if need be, the community can pitch in for the effort. There’s this age-old game by the name of 3D Sex Villa 2. Released all the way back in 2002, as best as I can tell from available info. You still occasionally see it making the rounds in coomer circles, coupled with a community mod pack that both expands functionality and makes it look a lot more modernized than the base game. Still, being that ancient, there’s some pretty hard engine limitations, so it’s no miracle worker in the visual department. No real furry content for it out there either, near as I can tell, but it does show that if you give a bunch of horny people the tools to do something, they’re gonna run with ‘em to the sunset and beyond.
Brownmane
2024-10-09 21:33:11 +0000 UTCPerformance gets easier/cheaper with time. But if the game has no high quality assets, no matter how much cheap and powerful is a GeForce RTX 8060, you don't get any benefit from time. That's why I selected Visual Fidelity, and that's why I recommend everyone to vote that one.
Horsie
2024-10-09 17:49:49 +0000 UTCI am now using a computer graphics card (NVIDIA 3060TI), my computer cooling fan will emit loud noise and high temperature, such noise is very affecting my concentration, I wonder if there is any optimization plan in this respect? Also, I urgently need to know when "tracking/player-facing perspective (the model character is always looking at me)" and "first-person Perspective (POV)" will be updated?
tyj
2024-10-09 15:19:55 +0000 UTCWe've been severely limited in what we can do there due to limitations in Unity's built-in rendering pipeline and performance considerations. Once we migrate to URP, we will be able to offer way more ways to interact with lighting.
FurryVNE Team
2024-10-09 09:39:48 +0000 UTCi would seriously appreciate adding more lighting settings/lighting objects/customizing properties the camera light (L)
jack
2024-10-09 01:04:18 +0000 UTCWhen I game on console I choose the performance option every time but on PC I buy the highest end GPU I can so I don't have to compromise (4090 currently). In artistic mediums like Blender/Photoshop/CSP I think fidelity is pretty important. That said, I still prefer the performance first approach as I like to multitask. Being able to have two different games or a game + another work application, videos etc is something I value. However this project is in a sort of unique space as it's both an interactive experience but also an artistic one. It's like a 51/49 split for me in favor of performance but it's very close.
CarnalEngine
2024-10-06 09:03:35 +0000 UTCSo nice to see you again! Was genuinely getting worried. You have some interesting takes. Will dwell on them.
FurryVNE Team
2024-10-06 03:55:52 +0000 UTCBasically, would you rather have higher graphics and higher computer requirements OR less realistic graphics that run smoother. It is absolutely impressive to see the quality of realism that is in the current state of the program but I would rather see easier to use features with a simpler interface than features that respond to actual physics and require a lot of learning to figure out how to get them to work in an interaction.
Bored Coyote
2024-10-05 21:26:13 +0000 UTCWell, this’ll be my first post in a good long while. Life’s been keeping me busy recently, so busy I’ve not had any real chances to delve back into FVNE beyond a little bit of dicking around when the interactions were newly released. Been forgetting to do more with it in the few breaks I’ve gotten, so I’ve not really had enough experience to formulate any particular strong opinions on specifics yet. This, being a more general question, is something I can muse on, however. Common wisdom in gaming circles holds that 9 times out of 10, raw graphical fidelity is beaten by good art direction, with examples like Wind Waker and other such titles cited, which boast graphics that have aged gracefully, especially compared to contemporary releases with a more realistic direction. Of course, since we’re dealing with something more akin to an art program than a game, one could argue this would be one of those rare tenth cases, as there’s no real gameplay to distract from even minor graphical imperfections. What’s more, you’re expected to be way closer to the action than in almost any other kind of game, so you gotta polish even the little details to a real mirror sheen for best results. I’d point out that even if that is the case, sacrificing smooth framerate for that little bit of extra raw fidelity would be a bad trade. One must not forget that ultimately, animation is supposed to be seen at speed, not frame-by-frame, unless you yourself want to better understand how the animation is put together in order to learn a thing or two about how the sausage is made. For that, there’s better ways than tanking real-time performance with hundreds of billions of polygons and 16k textures for every square foot of terrain. Best leave that stuff in pre-rendered cutscenes. That said, one must also consider that FVNE in specific is designed for use as an art tool, and thus, needs to accommodate a far greater range of use cases (and user error) than most. This means there’s tricky compromises to be made between competing interests, and diplomacy is always a headache even at the best of times. I’ve asked in the past about animated textures, for example. I recall there were concerns about that option ballooning the characters’ filesizes if allowed unchecked. One compromise there would be allowing a limited texture filesize budget for cloud uploads of characters but no restrictions on local copies of characters beyond what your own machine can handle, which is the general policy that’s been adopted for most things already. But maybe there’s others that could be made, too. How about compressing the size of frames of texture animation somehow, such as by making them grayscale/alpha channel only? That’d be sufficient to create some animation for, say, glowing neon bands on cyborgs, liquid latex creeping over skin, or even flame effects and smoke with a bit of clever layering. Another one would be grading characters and scenes on their performance requirements, calculated and presented to the user in an intuitive way, such as with a benchmark giving them an estimate of their machine’s capabilities and comparing the things they’re about to load against it, throwing up a warning when their lappy’s ass isn’t designed to cash the cheque they’ve just written, which they can then confirm at their own risk. There’s also where you choose to put your emphasis when allocating resources for graphical fidelity. As F.E.A.R. demonstrated when it was first released, a well-designed dynamic lighting engine can do wonders for relatively little cost, further demonstrated in the opposite way by the Perseus Mandate expansion of that game, where they neglected to do their lighting properly in many places, leaving the low graphical fidelity of everything else on full, gruesome display. This touches on something I’ve been a little disappointed with in my limited experiments with the FVNE interactions thus far, incidentally; the lighting in the alleyways map could use work in places, especially with how things reflect off of chrome-plated characters. Besides that, I found myself wanting to be able to place some spotlights around to dramatically light characters and their assets from certain angles rather than relying on the often far too bright and forward camera light, so as long as I’m listing wishes here, might as well add the ability to control the color and intensity of said spotlights for good measure. I’m guessing you might have something to that effect already planned, though, especially when you eventually move over to the Universal Rendering Pipeline. So, in conclusion, I’d say that it’s best to err on the side of performance rather than on the side of prettiness. However, you definitely should explore your options to make something perform while also being pretty before you reach for the axe, seeing as you’re dealing with a product where looks are more important than in most others. Ask around industry veterans for tips and tricks on getting the most graphical bang for your performance buck, and don’t forget that your users are a creative bunch who will undoubtedly find new and interesting ways to use and abuse whatever you give them.
Brownmane
2024-10-05 19:37:54 +0000 UTCI'm a fan of immersion. Nothing pulls me out of an experience faster than being reminded that this is being run on a computer. To this end, performance would be my go too. An inconsistent or slow frame rate is super annoying. More so though, the ability for us to do more complex scenes without a NASA supercomputer and the ability for you guys to have some more calculation time to work with behind the scenes sounds like a way better deal to me than a few prettier lines.
Steven Tethy
2024-10-05 18:26:22 +0000 UTCMy vote may be biased because I have a pretty beefy PC, and haven't noticed any issues with framerates yet. Optimization may be better way to go, as it will help make the game more accessible to a wider audience.
Robin Locksley
2024-10-05 16:24:15 +0000 UTCGotcha! I've had an amazing experience in that regard so far and I can't wait to see what may be coming next!😁
addy
2024-10-05 15:42:40 +0000 UTCPerformance means essentially framerate - how smooth the experience feels. So it's a question of looks (visual fidelity) vs feel (performance).
FurryVNE Team
2024-10-05 15:37:55 +0000 UTCIf by performance you mean things beyond what's visual, like fixing memory leaks, let me know I'll change my vote 😅
addy
2024-10-05 15:33:43 +0000 UTC