Weeks 1-2 Performance Report

Week 1-2 Performance Report

During the first two weeks of development, our game underwent rigorous testing on ultra quality settings. The testing parameters included LOD (Level of Detail) set to Mid/High with a value of 2, Decals enabled, Draw distance set to 1k, atlas Width/Height at 2048, Metal and ambient occlusion properties enabled, and a maximum of 512 clustered decals on screen. Additionally, volumetrics and a Sky Resolution of 1024 were enabled, alongside a maximum of 128 shadows on screen with high shadow quality, contact shadows set to high, and light shadow resolution at 4096. Both directional and area light shadows were set at 4096 resolution. All post-processing effects were enabled at high settings, encompassing quality filtering, motion blur, bloom, and chromatic aberration.

This comprehensive testing regime ensured that the game’s performance under optimal graphical conditions was thoroughly evaluated, laying a solid foundation for further development and optimization.

Performance Analysis Sample 01:

  • Conducted performance tests on Ultra Settings with a high-end configuration.
  • Achieved impressive frame rates with minimal memory consumption, indicating efficient optimization.
    • Highest FPS: 144 FPS
    • Average FPS: 110 FPS
    • 1% lows FPS: 88 FPS (attributed to rendering intricacies, such as transitioning in and out of caves)

PC-Specs:

  • Nvidia RTX 4080
  • AMD Ryzen 3900x
  • Resolution 2560×1440 @165hz

Performance Analysis Sample 02:

  • Conducted performance tests on Ultra Settings with a high-end configuration.
  • Achieved impressive frame rates with minimal memory consumption, indicating efficient optimization.
    • Highest FPS: 90 FPS
    • Average FPS: 60 FPS
    • 1% lows FPS:49 FPS (attributed to rendering intricacies, such as transitioning in and out of caves)

PC-Specs:

  • Nvidia RTX 3070
  • Intel i9-13900KS
  • 128GB DDR5 RAM
  • Resolution 2560×1440@164hz

Performance Analysis Sample 03:

  • Conducted performance tests on Ultra Settings with a high-end configuration.
  • Achieved impressive frame rates with minimal memory consumption, indicating efficient optimization.
    • Highest FPS: 75 FPS
    • Average FPS: 54 FPS
    • 1% lows FPS: 39 FPS (attributed to rendering intricacies, such as transitioning in and out of caves)

PC-Specs:

  • Nvidia RTX 3060
  • Ryzen9 5900x
  • 32GB DDR4 RAM
  • Resolution
  • 1920×1080@144hz

Weeks 1-2 Progress Summary

Weeks 1-2 Progress Summary

Achieved significant milestones in building the foundation of the game during the past two weeks. I’ve focused on implementing core mechanics essential for gameplay immersion and functionality, including Third-Person Movement, a robust Farming System, an efficient Inventory System, a versatile Crafting System, a seamless Structure Placement System, and an initial AI implementation for PvE encounters. Additionally, we’ve introduced a Player Attributes and Leveling System to enhance player progression.

In-Depth Progress Breakdown

Farming System:
  • Added Stone Mining and Tree Farming mechanics.
  • Introduced harvestable resources accessible with a simple key press (e.g., Small Stones, Small Sticks, Fibers).
Inventory System:
  • Successfully implemented the basic framework of the Player Inventory system.
Crafting System:
  • Designed a technology unlocking mechanism tied to player leveling.
  • Crafting recipes now deplete required resources from the player’s inventory upon creation.
Building System:
  • Implemented the placement mechanics for various structures such as floors, walls, doors, and more.
  • Incorporated Ghost Placement feature and defined maximum placement range.
  • Structures now automatically deduct resources from the player’s inventory upon placement.
Third-Person:
  • Enabled left/right hand equipment functionality for enhanced gameplay versatility.
Basic AI Implementation:
  • Introduced basic AI behaviors including wandering within designated areas, basic attack (chase only), and return-to-base functionality.
Player Attributes:
  • Laid the groundwork for incorporating stat points, although functionality remains pending.
Engine and Audio Enhancements:
  • Leveraged Unity Engine with HDRP for superior visual fidelity.
  • Integrated Volumetric Clouds and Unity’s HDRP Ocean System for immersive environmental effects.
  • Added basic sound effects to enrich the gaming experience.

Performance Analysis:

  • Conducted performance tests on Ultra Settings with a high-end configuration.
  • Achieved impressive frame rates with minimal memory consumption, indicating efficient optimization.
    • Highest FPS: 97 FPS
    • Average FPS: 60 FPS
    • 1% lows: 8 FPS (attributed to rendering intricacies, such as transitioning in and out of caves)

Reflections:

The past two weeks have seen remarkable progress, setting a solid foundation for future development. While challenges lie ahead, our team is energized by the rapid advancement achieved thus far. Moving forward, we aim to optimize performance further and streamline gameplay mechanics to ensure a seamless player experience.

Next Steps:

Our focus in the upcoming weeks will revolve around refining and enhancing all existing systems to elevate gameplay fluidity and overall playability. We’re committed to delivering an engaging and immersive gaming experience, and this marks just the beginning of our journey towards that goal.

EnemyWonderEG