Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

#UnityTips Not much happening on screen? Limited performance available? Reduce frames rendered with OnDemandRendering.renderFrameInterval while keeping your logic run at full speed! Great during idle times, menus, pausing... #gamedev #indiedev

23,339 görüntüleme • 1 yıl önce •via X (Twitter)

7 Yorum

TheLazyIndianTechie 🕹️ profil fotoğrafı
TheLazyIndianTechie 🕹️1 yıl önce

This is excellent. What a really neat thing no one tells us about! Thanks for sharing.

Page to Pixel Publishing profil fotoğrafı
Page to Pixel Publishing2 yıl önce

The Art of Flight is a homage to 80s/90s arcade action shmups with a fresh twist on the genre. Pilot multiple ships at the same time to take on oncoming waves of enemies in this fast paced space shooter. Wishlist on Steam today!

Jesus Ωmega profil fotoğrafı
Jesus Ωmega1 yıl önce

Its possible to decrease framerate in animator for far enemies?

Yonatan profil fotoğrafı
Yonatan1 yıl önce

Why would I use this? It is useful for scenarios where this is part of the game, but generally where would I use this?

Binary Impact profil fotoğrafı
Binary Impact1 yıl önce

A good example would be mobile games and applications. If no inputs are made or if the user is in a menu, you can reduce the rendered frames to save on performance and produce less heat :)

Sandria Girrith profil fotoğrafı
Sandria Girrith1 yıl önce

👍

Alpha Nerd profil fotoğrafı
Alpha Nerd1 yıl önce

Thanks for this

Benzer Videolar

NVIDIA JUST DROPPED A FREE AI MODEL THAT READS PDFS, WATCHES VIDEOS, LISTENS TO AUDIO, AND UNDERSTANDS YOUR SCREEN SIMULTANEOUSLY. Not one at a time. ALL AT ONCE. In a single pass. It is called Nemotron 3 Nano Omni and it runs 9 times faster than every other multimodal model currently available. Think about what that actually means for how you work. Right now you are switching between tools constantly. One tool for transcribing your call recordings. A different tool for analyzing your client PDFs. Another tool for processing your training videos. A separate workflow for understanding what is happening on your screen. Four tools. Four contexts. Four different outputs you have to manually synthesize into one decision. Nemotron 3 Nano Omni does all of it in one model. One pass. One output. The use cases that just got dramatically simpler: Meeting recordings where you need the transcript, the visual context, and the document references all analyzed together. Training videos where the audio, the slides, and the on-screen demonstrations all feed into one coherent summary. Client PDFs where you need the document content cross-referenced against your screen data and your call notes simultaneously. Sales call transcripts analyzed alongside the proposals and the CRM data in one unified pass. This is not a marginal improvement on existing multimodal models. It is a 9x speed increase on a capability that was already changing how people work. Free. From NVIDIA. Available right now. Bookmark this before everyone catches on. Follow CyrilXBT for every AI capability shift the moment it drops.

CyrilXBT

37,847 görüntüleme • 3 ay önce

It has been about 45 days since I was laid off at my 6 figure gamedev/engineering job. Here's what I've accomplished since going full time indie gamedev. - Happiness is at all time highs.. The creative excitement I've felt everyday has been amazing! For about 15 days I kind of dabbled around different areas to figure out what I wanted to work on and sink myself into. - I dabbled with VFX authoring in Three.js - I built the basis of an MMO engine in Rust Language and rendered it in Three.js I then decided I wanted to focus on something realistic and get a game out the door that could turn me from wanting to be a full time indie gamedev, to actually doing it, because realistically none of those projects are going to make me a living. I settled on building a Roblox game because I felt I like I could make something pretty unique and cool with a built in userbase. I chose roblox because it has a good platform of discovery for new games, which I think is pretty crucial for indie devs. - I then ported Plume my threejs library for Niagra like VFX to Roblox. - completed the full gameloop for my roblox game. What's featured in the video - Several menu types for kind of figuring out the direction and some placeholder menus - Cross server guilds/parties/queing - Itemization - Loot Tables - Inventory - Character Equipment - Item Upgrading/Leveling - Some interaction polishing - 1 Completed class with actions, unique boss drops, vfx/sfx - Boss State Machines / Encounter Systems - 1 Boss encounter - Everything is server authorative to prevent cheating. - Sound system Over the next 45 days my focus is on finish the last of the systems that will make up the game(solo quest/mission(story) content, monster codex, move raid board/social from the isolated menu you see in the video to the newer full screen menus, leaderboards. Once those systems are complete it will be time to then focus on just creating content so hopefully a few of you out there will come join and play! If any of this looks interesting or you want to follow the journey of trying to make it as a solo indie developer, follow along! #gamedev #indiedev #robloxdev

Forge

20,107 görüntüleme • 1 ay önce

Elden Ring Nightreign | New Preview Details: ▫️ Movement is faster - a sense of speed was important. ▫️ New movement abilities - Wall Run, Gliding with the Spectral Hawk, Sprint with L3 in addition to the regular dash. ▫️ One run takes about 35-40 minutes to complete. ▫️ Defeating powerful enemies or special groups will reward your team with a 'Latent Power' which allows you to select either one weapon or special ability each. ▫️ You can earn Relics when completing a mission which act as permanent upgrades that you can select and customize. ▫️ Some relics work at all times, some only work with certain classes, techniques, etc. ▫️ If you are near death during battle, your teammates can rescue you by attacking you. ▫️ You can also lock-on to a downed player and rescue them with a ranged attack. ▫️ Dying repeatedly makes it so rescuing you takes longer ▫️ During the day, dying will simply respawn you. At night, you will remain incapacitated until someone rescues you or rests at a Site of Grace. ▫️ New 'Night Tide' mechanic slowly shrinks the play area over time, eventually concluding with the boss fight at Nightfall. ▫️ You can share weapons and items you don't need with your teammates. ▫️ You can also pin dropped items to tell other players their location. ▫️ There will be 4 classes available in the Network Test. ▫️ More classes and bosses will be available in the full game and as DLC later this year. ▫️ Releasing May 30th at $39.99 for the Standard Edition. #ELDENRING #ELDENRINGNIGHTREIGN

KAMI

440,031 görüntüleme • 1 yıl önce

Love and Deepspace | New Interactive 5-Star Memory🏖 [Sylus: Lovespeed Ride] Mephisto's new enemy has tracked you down! The troublemakers are targeting your hand-drawn balloons, plotting to sabotage your summer getaway. Throttle up! The jet ski's ready to speed off again—brace yourself for a wild ride with him "on the run." "A moment ago you doubted my skills. Now you can't hold on." 🏖You And Midsummer From 05:00 on Aug. 12 to 04:59 on Aug. 31 (Server Time) You can select three out of the five event-limited 5-Star Memories: [Xavier: Coolsplash Soak], [Zayne: Runaway Waves], [Rafayel: Heatwave Torrent], [Sylus: Lovespeed Ride], and [Caleb: Clearwind Glide]. The drop rate of the 3 Memories you selected will be significantly increased. Each time you obtain a 5-Star Memory, there's a 75% chance it will be one of the three Memories you selected. *Tips: 1. During the event, you can change your selected Memories at any time. If you obtain a 5-Star Memory in a wish, there's a 25% chance that it will be an unselected Memory or a permanent 5-Star Memory. 2. After the event ends, the five event-limited Memories will not be obtainable through other means and will not enter the permanent Wish Pool: Xspace Echo. 3. The Wish event features Precise Wish and a pity system. For more details, please check the in-game rule page. 🏖Cumulative Wish Rewards During the event, after making a certain number of Wishes, you can claim various rewards: Universal Hat [Summer Glow], [Deepspace Wish: Limited*20], His [Memory-Themed Outfits], selectable [Event-Limited 5-Star Memory], and more. *The cumulative rewards are only available during this wish event. 🏖Limited-Time Memory Growth Bonus During the event, by completing growth tasks of the event-limited 5-Star Memories, you can claim various Upgrade and Ascension Materials. When the event-limited Memories reach Rank 1, you can claim the [Special-Colored Memory-Themed Outfit] for the corresponding love interest! ☀️Linkon Summer Safety Reminder: The following scenes include dangerous actions. Please do not imitate unless accompanied by an Evolver. #LoveandDeepspace #YouAndMidsummer #Sylus

Love and Deepspace

524,394 görüntüleme • 11 ay önce

hey here is the final result of octopus invaders on nvidia's flagship at full precision. nemotron super 120B on 2x H200 NVL. BF16 unquantized. 287GB of VRAM. hermes agent as the harness. 60 tok/s. first try it autonomously coded for 6 minutes straight. created 11 files. correct project structure. correct load order. started the server. i opened the browser and the result was a blank screen. i did not give up. second try i gave it a precise list of bugs and things to fix. it went back in for another 3 minutes. patched the code. served it again. still blank. so i did what any sane person would do. third try i just said the screen is blank, test it and fix it yourself. and this is where nemotron showed what it actually is. it became a debugger. you can see it in the video. realtime CSS test squares, red screen flashes, hermes agent browser tools, inspecting its own output. it built the parallax background with planets and comets. it rendered a rocket ship that tracks your mouse with fire and bullet physics. the aesthetic is real. but no enemies spawn. no collision. not playable. what surprised me is qwen 27B one shotted this exact game on a single RTX 3090 at Q4 quant. and here is nvidia's flagship at full precision on enterprise hardware needing 3 tries and still not getting there. that makes my hope high for the undisputed qwen 122B which is about to face the same test next. same hardware. same prompt and same harness. lets see if it one shots or not. full session in the video. no cuts. 5x speed.

Sudo su

10,994 görüntüleme • 4 ay önce

After an incredibly successful week at Token2049, the highlight was undoubtedly presenting our SPIN whitepaper at the Bleeding Edge Summit! While still waiting for the official video, we would like to share a recording from the audience. With SPIN, we're introducing a revolutionary approach to building proof-of-stake blockchains. There is a well-known chicken and egg problem when it comes to launching a new proof-of-stake blockchain. You need high value at stake to achieve economic security, but at the same time, for achieving that, you already need to be secure. With SPIN, you can borrow security from well-established networks such as Polkadot or Ethereum. Unlike a Layer 2, which completely gives up chain sovereignty and frequently sacrifices scalability and throughput to satisfy Layer 1 validation protocols, SPIN maintains full sovereignty of the Fast Chain while still benefiting from the security of the Anchor Chain. Our SPIN protocol addresses this fundamental challenge by enabling a fast, sovereign chain to maintain and grow its economic security with its own validator network, while simultaneously leveraging an established anchor chain to provide a second layer of finality. With SPIN, we take an unlimited set of stakers, reduce it to a limited set of validators who can run very quickly, producing a consecutive sequence of blocks during their staker period. This design allows for blocks with very small block times, as low as 0.1 seconds and beyond. Our full SPIN whitepaper will be released soon.

QF Network

25,547 görüntüleme • 1 yıl önce