Forgotten Memories - A psychological survival horror

Discussion in 'Upcoming iOS Games' started by kugi_igi, Dec 10, 2009.

Thread Status:
Not open for further replies.
  1. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
    2,179
    1
    0
    Lead/Game Programmer
    Montréal
    #2361 tatoforever, Jan 7, 2013
    Last edited: Jan 7, 2013
    With the new optimizations done to the rendering system we've managed to keep all effects, on all devices! We've now have shadow mapping and post-effect enabled on iPhone4/itouch4. It also runs on the 3GS. This is how the game looks on iPhone4/iTouch4 (taken directly from the device). Enjoy! :)

    [Edit] Added iPad2 close up images. Dunno why, the last image always get converted to jpg once uploaded and lose quality. :|
     

    Attached Files:

  2. ip4weather

    ip4weather Well-Known Member

    Nov 13, 2012
    1,659
    13
    38
    awesome screens Tato:eek:
     
  3. ThreeCubes

    ThreeCubes Well-Known Member

    Oct 13, 2012
    743
    0
    0
    Looking good!

    Although that red and white cracked wall texture seems to low res for the scene (against that fantastic character model), it stands out to me (I know its not finished). Also the wheel chair spokes seem to be geometry not a cut out texture giving you AA artifacts (again I know its not finished yet, but I know your a perfectionist).

    [​IMG]

    Still looks great! Good luck!
     
  4. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
    2,179
    1
    0
    Lead/Game Programmer
    Montréal
    Yeah, it's far from over, we will re-work and wype out what ever doesn't look sharp and fine. :)
    Tanks for the comments.
     
  5. JBRUU

    JBRUU Well-Known Member

    May 9, 2012
    6,758
    0
    36
    USA
    Wow things are coming along so nicely. Great work Tato! This will be so worth the wait.

    I take it with these huge performance gains we can expect 45-60FPS for A6 devices?
     
  6. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
    2,179
    1
    0
    Lead/Game Programmer
    Montréal
    #2366 tatoforever, Jan 7, 2013
    Last edited: Jan 7, 2013
    We currently have 45-60FPS on iPhone4S/iPad2, i can't say exactly on iPhone5 (or newer iPad devices) as we are getting flat 60fps on them due to the device display refresh locked at 60 (but internally the game loop goes higher than 60fps). :)
    In our dev machines we get 900 to 1500fps. Yeah our unified rendering system is extremely fast! :D
    Oh yeah, all effects are maxed out on those devices! ;)
     
  7. Idgeian

    Idgeian Active Member

    Nov 26, 2012
    36
    0
    0
    Video? We have pictures so I'm sure a five second video isn't rocket science
     
  8. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
    2,179
    1
    0
    Lead/Game Programmer
    Montréal
    We are replacing all our scene materials with the new rendering system, once done I'll do some records and compose the video (we also want to showcase new visual enhancements). Tanks for being patient. :)
     
  9. jujumafon

    jujumafon Well-Known Member

    Nov 1, 2012
    55
    0
    6
    Nice pics Tato, you're putting a lot of detail on this, and still manage to run smoothly. I love the personality gave to Rose, she really looks strong and, kinda stubborn xD But its going to run on 45-60 fps even on scenes with a lot happening, like effects, enemies and a lot of stuff at the same time ?
    And please, can you tell how it gonna run on a ipad 3 ?
     
  10. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
    2,179
    1
    0
    Lead/Game Programmer
    Montréal
    Even on heavy scenes with everything maxed out and lot of characters/effects you'll be guarantee at least 30fps on iPhone4S/iPad2.
    iPad3/4 and iPhone5 will guarantee you steady flat 60fps with higher texture/effects resolutions.
    We'll give you access to all graphical options so you can tweak it as you wish. :)
     
  11. JBRUU

    JBRUU Well-Known Member

    May 9, 2012
    6,758
    0
    36
    USA
    #2371 JBRUU, Jan 7, 2013
    Last edited: Jan 7, 2013
    I really wish iOS games did that more often. It can be a lot of fun finding a good balance between looks and performance, which often just boils down to personal preference. And it's fun seeing what a game looks like before/after too.

    I still can't believe that you managed to make this run at 60fps. Makes me wonder what kind of games are possible if 30fps was the target framerate.
     
  12. Rip73

    Rip73 Well-Known Member

    Nov 18, 2011
    4,399
    0
    0
    Now that is excellent news in relation to fps.
    Makes me glad I have the iPad 4 and iPhone 5 and that finally someone is taking advantage of the power.
    Also, unity 4 must be a very impressive engine in the first place but whatever mods you've done to it to get those kind of extreme performance figures (i mean running at 900-1500 on dev machines, wow), I think they might need you guys to consult on unity 5.
    I must say I'm very impressed at the iPad 2/iPhone 4s numbers in particular especially considering the range of effects.
    And I thought Firemonkeys were the optimisation kings. Looks like they have a competitor for that crown.
     
  13. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
    2,179
    1
    0
    Lead/Game Programmer
    Montréal
    #2373 tatoforever, Jan 7, 2013
    Last edited: Jan 7, 2013
    We are not using Unity default rendering system/shaders only their back end and the Editor. We aren't even using their lights objects. We've written all our shaders and lighting models from scratch with custom lighting and shadows minimizing rendering passes and optimizing what ever it's on the screen.
    For example, in Unity rendering a character with shadows and lighting requires 4 passes, we do that in only one pass. Saves fill-rate, reduces drawcalls and geometry to be drawn. The more optimized the more content and detailed stuff can be seen on the screen, which makes a better/enjoyable experience.
    Not that we want to target dinosaurs devices but I'm a guy that always look to improve things. Always squeezing the last bit of resource but also approximate standard algorithms/effects. How said games rendering follows the natural law of physics? :D

    Unity have two great Plus, which is a the most flexible rendering pipeline out there and the faster asset pipeline out there. It is quite low level for graphics programmers but also very high level for designers and artists.
    We also working with them and helping them improve future versions of Unity (can't say a word about that sorry). And they are very nice guys by the way (Joachim, Francis, David, Alexei, Aras, Tim and the rest of the Unity crew). :D
    Anyway, always glad to know people love what we are doing. Makes our motivation jump to 220%. :)
    Warm regards from Psychoz team!
     
  14. AlexsIpad

    AlexsIpad Well-Known Member

    Jun 23, 2012
    839
    0
    0
    London, England
    This game looks so great and now I have an iPad 4 I can't wait for it even more!!! Is it still on track to be released in may?
     
  15. Rip73

    Rip73 Well-Known Member

    Nov 18, 2011
    4,399
    0
    0
    I'm liking the insight details you're giving us Tato.
    It's always interesting to see how different devs use the engines in different ways. I wasn't aware of that kind of flexibility that Unity had, despite admiring their engine a lot, particularly as to how well it works in mobile
    Plus that you're essentially building an engine on an already excellent engine (sort of anyway), is quite fascinating. thats one hell of a lot of work. Thanks for the insights.
     
  16. JBRUU

    JBRUU Well-Known Member

    May 9, 2012
    6,758
    0
    36
    USA
    Wasn't Unity originally a web engine?
     
  17. Rip73

    Rip73 Well-Known Member

    Nov 18, 2011
    4,399
    0
    0
    The first version of it came out for macs. I'm sure it was launched at WWDC around 2005.
    Web plug ins is a big part of what they do though.
     
  18. JBRUU

    JBRUU Well-Known Member

    May 9, 2012
    6,758
    0
    36
    USA
    Amazing how far it's come. I'd say the engine is easily capable of visuals on par with UE3 on the iOS platform. Seems really resource efficient, too.
     
  19. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
    2,179
    1
    0
    Lead/Game Programmer
    Montréal
    Unity It's miles better than UE3 on mobile. On the desktop, i would also say it's better if you have the talented crew (to write custom rendering systems and good looking art). If you are just a designer using Unity without any experience then you'll possibly find UE3 stock visuals better. But in overall Unity is faster (pipeline, shaders, production). Infinity blade Assets on Unity would look possibly better. I don't want to derail the thread to an engine vs engine war, that's just my experience (I've worked with both engines and Unity is miles better). I'm not selling Unity in any way, it's my honest opinion. :)
    Cheers,
     
  20. Rip73

    Rip73 Well-Known Member

    Nov 18, 2011
    4,399
    0
    0
    I agree with you fully on this one.
    UE is truly an amazing engine but Unity has certainly raised the bar for mobile.
    Just about anything unity is on my to buy list.
    UE too but Unity has the edge on it in my opinion.
     

Share This Page