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TIGSource ForumsDeveloperPlaytestingUnity Shooter how fast does it run for you?
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Author Topic: Unity Shooter how fast does it run for you?  (Read 4060 times)
CowBoyDan
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« Reply #20 on: October 21, 2011, 04:21:57 AM »

Didn't run fast enough to play but ran faster then most unity games on my 6 year old macbook pro.

I suspect that is because its shader based as opposed to using the older/traditional pipeline.  Intel graphics?
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Arowx
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« Reply #21 on: October 21, 2011, 08:49:34 AM »

Didn't run fast enough to play but ran faster then most unity games on my 6 year old macbook pro.

I suspect that is because its shader based as opposed to using the older/traditional pipeline.  Intel graphics?

What FPS were you getting?
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dustin
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« Reply #22 on: October 21, 2011, 10:38:09 AM »

Didn't run fast enough to play but ran faster then most unity games on my 6 year old macbook pro.

I suspect that is because its shader based as opposed to using the older/traditional pipeline.  Intel graphics?

Yeah intel graphics chip.

Quote
What FPS were you getting?
I'm probably getting around 10 fps but the big problem is that I can't see laser blasts or the surface of the water Smiley
I can't really run any unity games at a decent frame rate on my machine though so I don't think it's anything your doing wrong.

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CowBoyDan
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« Reply #23 on: October 21, 2011, 11:25:04 AM »

hey arrowx I found an interesting page on unity rendering 

http://unity3d.com/support/documentation/Manual/RenderingPaths.html

There is a nice chart that breaks it all down.
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zez
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« Reply #24 on: October 21, 2011, 11:46:59 AM »

I get 40 ~ 60.
Dual core @ 2.4g
6 gigs ram
Generic Intel graphics card.
That being said, the water flickers in and out of existence, and sometimes shots refuse to render (other times they work fine, it seems pretty random.)
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CowBoyDan
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« Reply #25 on: October 21, 2011, 03:56:33 PM »

59.9, latest 13" mac book air (dual core 1.7, 4 gb ram)
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Arowx
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« Reply #26 on: October 22, 2011, 11:21:16 AM »

hey arrowx I found an interesting page on unity rendering 

http://unity3d.com/support/documentation/Manual/RenderingPaths.html

There is a nice chart that breaks it all down.

Cheers so I'm guessing that the Intel Chip will report that it has enough features to run in Forward rendering mode or higher, so I need to add a quality setting or way to detect performance and adjust as necessary!
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mcc
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« Reply #27 on: October 22, 2011, 12:58:33 PM »

@Arowx Sure, sorry I couldn't give more helpful feedback.

BTW for me (on my low performance mac) it seems like Unity games usually run faster standalone than they do in a browser. I do not know if this is my imagination or not.
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CowBoyDan
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« Reply #28 on: October 22, 2011, 01:12:48 PM »

@Arowx Sure, sorry I couldn't give more helpful feedback.

BTW for me (on my low performance mac) it seems like Unity games usually run faster standalone than they do in a browser. I do not know if this is my imagination or not.

Do you mean full screen standalone?  Full screen will always render better than windowed/embedded anything as it gets more access to the power of the video card.

hey arrowx I found an interesting page on unity rendering 

http://unity3d.com/support/documentation/Manual/RenderingPaths.html

There is a nice chart that breaks it all down.

Cheers so I'm guessing that the Intel Chip will report that it has enough features to run in Forward rendering mode or higher, so I need to add a quality setting or way to detect performance and adjust as necessary!

I got curious... looks like you can set it easy enough on a camera.

(C#)
Camera.mainCamera.renderingPath = RenderingPath.VertexLit;

If you aren't using pixel or other advanced shaders you could just set that in the player settings on the project.
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Arowx
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« Reply #29 on: October 24, 2011, 01:14:11 PM »

@Arowx Sure, sorry I couldn't give more helpful feedback.

BTW for me (on my low performance mac) it seems like Unity games usually run faster standalone than they do in a browser. I do not know if this is my imagination or not.

Do you mean full screen standalone?  Full screen will always render better than windowed/embedded anything as it gets more access to the power of the video card.

hey arrowx I found an interesting page on unity rendering 

http://unity3d.com/support/documentation/Manual/RenderingPaths.html

There is a nice chart that breaks it all down.

Cheers so I'm guessing that the Intel Chip will report that it has enough features to run in Forward rendering mode or higher, so I need to add a quality setting or way to detect performance and adjust as necessary!

I got curious... looks like you can set it easy enough on a camera.

(C#)
Camera.mainCamera.renderingPath = RenderingPath.VertexLit;

If you aren't using pixel or other advanced shaders you could just set that in the player settings on the project.

OK Uploading new version with lower level rendering path now set to Forward render should be a bit faster and still looks OK, how does it run for you?
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Arowx
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« Reply #30 on: October 25, 2011, 07:35:16 AM »

Test it here and let me know what you think?

http://www.kongregate.com/games/Arowx/energy-island-conquest-beta2
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Dugan
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« Reply #31 on: October 27, 2011, 01:12:14 AM »

That locked up my browser (chrome) Sad
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Arowx
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« Reply #32 on: October 27, 2011, 01:23:38 AM »

That locked up my browser (chrome) Sad

Have you got the latest version of Chrome, and what specification is your PC?

I have just tried it and it works but the Flash Plugin in Chrome Crashes not sure why?

If you continue after the crash and reload the page it seems to work OK?

I've raised the issue with Unity does this occur with any other Unity games?
« Last Edit: October 27, 2011, 02:04:02 AM by Arowx » Logged

starsrift
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« Reply #33 on: October 27, 2011, 05:39:09 AM »

Played fine in Opera. System is some i7 thing.

Some of the enemies fired at me through terrain, the dirty bastards.
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CowBoyDan
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« Reply #34 on: October 27, 2011, 07:09:56 AM »

Played fine in Opera. System is some i7 thing.

Some of the enemies fired at me through terrain, the dirty bastards.
Arowx,

Probably needs some raycast testing for los.  Its pretty easy to do in unity, just need to use layers and layermask to make sure you dont raycast objects you aren't supposed to (like the object you are casting from heh).  Probably just include terrain at this point.  I think the unity angry bots demo uses raycast for this on the little bots that wake up and follow you.
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Arowx
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« Reply #35 on: February 14, 2012, 08:16:21 AM »


PC Version of Energy Island Conquest - Beta


Download, Unzip, Install and Play.

Let me know how it runs on your system.

*Known issue with Menu Scaling, please use default resolution.
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Arowx
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« Reply #36 on: February 15, 2012, 01:52:18 PM »

Mac Version of Energy Island Conquest - Beta

Please give it a whirl and let me know how it runs for you?
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Arowx
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« Reply #37 on: March 02, 2012, 04:52:16 PM »

New version with Cruise Missiles, Missiles, Rockets and Blasters.

Play it online on Kongregate.

or Download the zipped version for your PC.

Have fun and let me know what needs improving.
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epcc
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« Reply #38 on: March 02, 2012, 05:35:14 PM »

It ran at 40 something frames per second, sometimes dropped to 20.

Here's some ideas:
The wasp controls are imo too unresponsive, it doesn't feel like i'm driving(?) a fighter.
At first I wasn't even sure if I'm pressing the right buttons. This game would awesome with Crimson Skies style flight mechanics. Just reducing that constant drifting would help too.

Cockpit view or better camera work would help a lot. What I like flying games are these moments where the horizon is upside down or you are speeding towards the earth, spinning, and trying to regain controls. A camera fixed at a point behind the fighter makes it hard to get visual feedback on acceleration, so it amplifes my first complaint. At least make the camera tracking smooth.

And you really should add crash damage, it looks really weird when flying through water.
Oh, and getting killed is really confusing, I'm still not sure if my wasp really blew up. An explosion and the camera hovering over a smoking crash site or something would clarify this.

Different kinds of bullets might need more distinguishing features; right now it's unclear why should I switch away from rockets as these kill everything the fastest.
They look too similar too. Consider adding smoke trails, accelration or a bit curved path to rockets to make them stand out.

Speeding towards the island with lasers everywhere looked really neat.
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Arowx
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« Reply #39 on: March 03, 2012, 10:55:07 AM »

Thanks epcc for some great feedback, I'll see what I can do.

Minor update added Radar to Hud.

New PC Build in Zip File
« Last Edit: March 03, 2012, 01:45:03 PM by Arowx » Logged

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