Devlog Week 105-106

Here’s what I managed to accomplish this week

Lighting

I reworked the lighting scenarios, especially the fog and sun direction. I simplified the setup a little bit and gave each lighting scenario level its own post process volume for things like color correction, exposure compensation, saturation, temperature…etc. The night scene might be a bit too bright.

Foliage

I made a texture atlas and used it for models of foliage. It has generic grass, rosemary, thistles, cardoo, rosemary, asparagus, some mushrooms, generic roots, and some empty space in the texture reserved for future needs.

I made new builds for the steamdeck and tested performance with the foliage. I’m not sure yet if I should make the default rendering method half-res on the steamdeck, since it has a small screen, but I got about 40FPS with the normal settings and 70FPS with half-res version.
If optimizing for a stable 60FPS at native resolution is not possible on the steamdeck, I can give the players the choice of upscaling with TSR, lock it to 30FPS, or render at 60FPS at half-res. I’ll cross that bridge when I get to it.

Build running on the steamdeck at ~70 FPS

Other stuff

I 3d printed miniatures of the dog. I started with a smaller version first to see how it printed, and then made a larger one. It’s surprisingly solid and came out ceaner than I thought.

Don’t talk to me or my son ever again

I played and finished The Last of Us Part I Remastered on PC, I really liked it and the art style and environments were really inspirational.

Reasonable amount of screenshots

Aside from that, I applied to a few jobs and did some freelance, and I got really sick and spent most of the second half of last week in bed.

I think this is everything. Thanks for reading, and I hope to see you again next week

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