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Een vertaalprobleem melden
Issue is with the enemy code first. One thing is that the enemies are Characters and all of them have CharacterMovementComponents, evidently the studio hasnt multithreaded this component which is pretty much a necessity given the amount of enemies and on top of that, the AI decision logic is evidently written in BPs. So its essentially this game is just fully using a single thread of the cpu where all the game logic is happening so fps go down regardless of gpu and even if you literally have the best cpu onthe market.
Like if you go play with your same hardware Battlefield 1 or 2042, you will see how the game performs way better than Hyper Light Breaker even with 100+ players and high fidelity graphics
Blueprints aren't "non-professional" tools. They're used by nearly every single game made in Unreal Engine 4/5, including Fortnite, and are not even remotely close to "200x slower", even in the worst possible real world cases. Unreal is designed to use a mix of C++ and Blueprints for maximum flexibility and performance. If you're interested in this topic, I recommend this video by Alex Forsythe: https://www.youtube.com/watch?v=VMZftEVDuCE
While the OP is partially correct in that the character movement component is typically considered "heavy", you have no idea what optimizations are present, how these are handled, or if the bulk of frame time is even coming from those at all. Have you done a performance sweep? Care to show me your Unreal Insights tool frame breakdown on Breaker? Do you have access to Heart Machine's tech stack, and you know precisely where the bottlenecks are coming from?
tl;dr: ignore the OP. Absolute armchair nonsense.
Please don't spread misinformation about the game's optimization unless you have at least some prove. The steam deck video you linked doesn't show that the cpu is struggling at all.
Clearly individuals like you are incapable of objective engineering discussion. I've posted on this same thread how blueprints can get to be up to 200x slower than c++. For example the is bubble sort public example. https://drive.google.com/file/d/19GjQwnrl0W01KGAbuASAAP8hc1OeXIiQ/view?usp=sharing
The execution speed of blueprints in comparison with c++ goes from 4x up to 250x for a diverse set of tasks.
Blueprints are a truly extremely slow scripting language as it abstracts a hell lot of logic in order to achieve "ease of use". Blueprints use a Virtual Machine that under performs even when compared against very High Level Languages such as Javascript, Python or Lua.
To think a language as Blueprints isn't as performance clearly shows how ignorance over essential software engineering/computer science knowledge. "Unreal is designed to be used mixing BPs/C++" -> What ? You can fully program in c++ including animation logic, most AAA games have been fully made with c++, actually almost no well known game has been coded with gameplay logic on some sort of visual scripting tool. And for the small amount of cases this happened to a degree, it implied a degradation of the product for performance reasons.
As for Character Components, you clearly have never attempted to improve CMC performance, the techniques I've mentioned regarding paralelizing CMC logic have been widely use in AAA developments.
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More importantly. STOP JUSTIFYING POOR PROFESSIONAL PRACTICES THAT CAN ONLY DELIVER AN INFERIOR PRODUCT TO CUSTOMERS.
What is of relevance is the end user experience!
Obviously this is no way representative of the industry as a whole but there's certainly a movement of sorts of certain groups that do advocate for inferior software in the name of "convenience"... in truth we know this simply a way to justify incompetence.
Me, both as a software engineer and a customer simply don't want inferior products. I know that other people, as customers like me will agree on this.
This video is a good explanation of this beyond the bounds of "programmers" https://youtu.be/ZSRHeXYDLko
Carry on