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!