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(+1)

yeah right now it’s just a grunt and the health bar, that’s a great take.


Getting the visuals is actually a fun part of this project. As a horde survival game, I needed to max out every possible frame I could. Being in UE5, that’s no small feat. If I just added a post process volume, all the UE high fidelity components would still render underneath it, so it’d be very expensive. What I did instead was force the native engine settings down in order to actually get a pixelated project. I’m on mobile right now but I’ll try to recall some of the ways I did this


Disable lumen
  • Disable Nanite
  • Disable VSM and switch to CSM
  • Switch to DX11 and SM5
  • Force 50% screen percentage
  • Set max texture limit (between 64 and 1024) for every single texture in the game
  • Force lower LODs on every static mesh
  • Additional ini changes that I’ll have to look up later

With all this and with optimization always in mind, I’m able to get 700+ FPS in the horde map on my rig (to start). Unreal users know it’s hard to get a blank project to 140 fps sometimes, so the retro workflow did me a ton of favors.


Sorry for the wordy answer, but thanks for asking!

Thanks for sharing and no worries I like wordy answers :P