Half Sword

Half Sword

Demo > Playtest
Demo runs better, controls better, and is more fun to actually play.
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controls are floaty and casual in the demo, playtest feels a lot more solid and realistic.

however performance in the playtest is atrocious and the metagame makes it feel pretty lackluster.
Last edited by TheNasky; Jan 6 @ 5:37pm
Originally posted by TheNasky:
controls are floaty and casual in the demo, playtest feels a lot more solid and realistic.

however performance in the playtest is atrocious and the metagame makes it feel pretty lackluster.
I agree. But I do think they demo is fun though. Obviously the demo runs better because there isnt alot to render.
Originally posted by Hell_March:
Originally posted by TheNasky:
controls are floaty and casual in the demo, playtest feels a lot more solid and realistic.

however performance in the playtest is atrocious and the metagame makes it feel pretty lackluster.
I agree. But I do think they demo is fun though. Obviously the demo runs better because there isnt alot to render.

i don't think the issue is rendering per se, i think the issue is with the physics related to damage and blood. but i can't be sure. the game is just too poorly optimized even by ue5 standars.
Originally posted by TheNasky:
the game is just too poorly optimized even by ue5 standars.
"Poorly optimized" lol, I think you mean "too early in development." It's not gonna be optimized for quite some time.

Honestly, it runs fine for the most part. Playtest (0.4) can get slow because of the lighting and some odd duplication artifact with armor surfaces, as well as light interactions with blood and some hitching in the physics calculations for the blood. Environment detail also plays a role in this. Demo (0.3) runs better because it uses simpler light maps (basically no light map, lol) and has less environment detail to render. 0.3 is less polished mechanics-wise, but has more playability as you're not taken out of battle every time you kill someone and you regain body/limb HP, making your useless right arm useful again after a couple minutes. 0.4 has far better mechanics (fists are useful and less flaily for example) and animations, but again there's less playability there because you're being pulled out of the fun every few minutes once you kill/KO everyone.

I think both have their merits, but I definitely have more fun playing 0.3 than 0.4 rn.
Its ue5 with all the bells and whistles, they are not going to optimize it, ue5 with rt just cant run well. All they could do to improve it is not use stuff like lumen lol
Ephysona Jan 6 @ 11:35pm 
Originally posted by Not A Banana:
Its ue5 with all the bells and whistles, they are not going to optimize it, ue5 with rt just cant run well. All they could do to improve it is not use stuff like lumen lol
Megalights is better.
Originally posted by Ephysona:
Originally posted by TheNasky:
the game is just too poorly optimized even by ue5 standars.
"Poorly optimized" lol, I think you mean "too early in development." It's not gonna be optimized for quite some time.

Honestly, it runs fine for the most part. Playtest (0.4) can get slow because of the lighting and some odd duplication artifact with armor surfaces, as well as light interactions with blood and some hitching in the physics calculations for the blood. Environment detail also plays a role in this. Demo (0.3) runs better because it uses simpler light maps (basically no light map, lol) and has less environment detail to render. 0.3 is less polished mechanics-wise, but has more playability as you're not taken out of battle every time you kill someone and you regain body/limb HP, making your useless right arm useful again after a couple minutes. 0.4 has far better mechanics (fists are useful and less flaily for example) and animations, but again there's less playability there because you're being pulled out of the fun every few minutes once you kill/KO everyone.

I think both have their merits, but I definitely have more fun playing 0.3 than 0.4 rn.


no, it's poorly optimized, i have built games with unreal 5 before. out of the box unreal 5 runs at 120fps ultra on my 4060 ti. the problem is that as you start adding more and more stuff that number starts to drop, but if you care a bit about optimization stable 60 is pretty easy to get honestly. again, i think the issue with this game is not the graphics, but the physics and potentially particles.

i noticed turning the gore to medium helps a lot with fps, which might hint at cpu related optimizations that need to be made.
Yes UE5 can work well without ray tracing, issue here is they want this to have ray tracing

Last edited by Not A Banana; Jan 7 @ 1:10am
sh3riff Jan 7 @ 11:53am 
controls are the same .. i dont see any difference

demo doesnt run better, playtest run better because there is dark, no light, less details, clear screen etc ..
demo runs worse because of the details, lights, shadows etc .. duh

i like playtest more because its endless .. i only wish that the end game would had non-armored units so sometimes you can chop them up and sometimes you have to really fight ..
and it takes quite a long time before you start getting 3+ more enemies at the same .. this is where the fun really starts .. though you are extremely limited with weapons because of the all the armored enemies .. 2h heavy sword is piece of cake .. but spear is useless, small 1h weapons, daggers, axes etc too
true, the playtest game runs like crap regardless of whether I have it on low or epic settings.
Last edited by GodEmperorSaveth2025; Jan 12 @ 11:22pm
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Date Posted: Jan 6 @ 1:03pm
Posts: 10