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I am sure you are going to be able to improve your tooltips. Healing items with just "heals x % health" would be enough.

More importantly, here is the quick test on the version you uploaded https://mega.nz/file/OcNiWThJ#Ku2KxPDlZ5wV3p1WkjWdc1_u5CFS7maH6XDJZLwIzAo

Wow that was fast, thank you. Still not looking good though, really odd. I was trying it out on a laptop with an integrated graphics card and it didn't go below 90 FPS. Must be something else going on too, I will look into it! Have a nice weekend.

I am on a laptop, but it has GeForce RTX 2080 with Max-Q Design.

Processor is Intel Core i7-9750H CPU @ 2.60GHz x 6

Memory is 31.1 GB

My reply was fast because I just noticed it. Normally it might take days until I reply during the week. If you got another built to test after you figure something out, then I can test it for you when I got the time.

With a computer like that there shouldn't be any perceptible slow down at all, very strange.

Anyway, here's another test request when you get the time. Same procedure as last time, you can press F5 to instantly kill all enemies.

https://file.io/WTYIzVPWkkms

Here you go https://mega.nz/file/mF9yhTLK#H9wThQ8agn17ETP9TI_Qj3DGDzJx0cO-7-23jL0QgJk

I am curious what got changed. I also added a small message if there is ever any need.

(2 edits)

Thanks for the quick test again! It looks like it worked too, although I'm reminded that I still need to figure out why the bullet casings going left are black for you. Have even less of an idea why that happens.

The problem had to do with the way I handle animations, in short its all flipbook animations handled in shaders in an attempt to optimize it for the CPU. Now this is all speculation but it seems like trying to fix what I think the problem was fixed it; the way I had it set up with handling different properties for different projectiles created a massive amount of branches that caused the slowdown. How shader branching is handled seems pretty dependent on hardware, drivers, etc so its possible that how its handled on some systems caused it. Could be because of some difference between Linux or Vulkan or something, not sure.
So I made a change to avoid branching that is much more convoluted and probably ~80 more instructions per frame but if it works...

I don't use Discord much but I'll add you for sure.

It makes sense. Branching in shaders can make huge differences the more convoluted they get. I am happy you managed to solve the issue. As for discord, I was in the same boat, but everyone I know uses it.