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MARvizer

19
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1
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A member registered May 03, 2019 · View creator page →

Creator of

Recent community posts

Hi!

Unfortunately not abandoned, but very paused. I have not seen an interested by the industry, I never released a final version. Anyway, I'm always developing new tools, even if not selling all of them, so, one day, when I finish the most important ones, I will try to finish the other ones too (like this one), if still useful.

Best regards

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Hi Ayva!


I will disable it on a next update, but, have you tried with ShowFlag.MotionBlur 0 ?

Hi Hipadmax!

Something like FSR is already implemented! That's why you can increase performance (frames per second) with some of the quality buttons; because resolution changes ;)

Regards!

(1 edit)

Hi Albert!


I tried to do it, but seems to exists an incompatibility with a certain feature of Unreal and DX11, and it was causing a visual glitch. Maybe in a next update of UE5, when they fix it.

Sorry and best regards!

So great you enjoyed it!
You can try to press the key 4 or 9, to see if performance improves (lowering the quality a little).

Thanks!

I see!

So shimmering is only happening along a horizontal band, right? But it's not a bug, but a design "mistake". It's a post process effect added to the scene and, for some reason, they have limited it to that certain height. With a simple tweak to the effect I have extended it up to the top of the cliffs too. So it's a design issue, but not a bug.


Best regards!

Thank you or the explanation, but I can't see that image, could you fix it?

Not sure how to do it. Any tutorial? Anyway I'm still waiting the Epic's reply before distributing it through torrent. But not sure if they will reply...

Hi @redcorduroy,


Thank you very much! For sure, Epic would appreciate your comments too.

1- Yeah, that's Nanite!

2- Oh, true! But only with one rock, right? It's probably related to Nanite and its 'minimun LOD' thresold. But it shouldn't dissapear...

3- Yeah, that's Lumen! And related to Nanite too, as shadows are less detailed with distance, based on mesh detail (which is reduced with Nanite).

4- I don't notice any strange behaviour on that effect; always seeing it correctly.

5- Confirmed, it's motion blur. There is something strange over there... like a lot of noise around the character.

6- True again. Related woth the 'new' volumetric sky system.

7- I think so, too. They commented it on the Digital Foundry review. It should save some things on cache, so it could run smoother in a second run. Also when implemented a faster loading system, as in PS5.

8- TSR is always enabled, as it won't hit on performance. Those options has slightly different TSR resolution (75% and 50%, if I remember well) and specially, it lowers things like AA, PostProcess, Bloom, textures, etc.


Best regards!

Hi Ione,

I finally have uploaded it to Drive! So fast and without restrictions. I don't know how I did not realise it before...

Best regards!

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Thank you very much @Elvendwarf !

I hope to have more spare time during/after summer to be able to release it.


Best regards!

You are welcome Ione.

I know it's a pain, sorry. Until torrent arrives, I wish I would have a better server/way to share it.

Best regards!

Hi,

Of course, I will! Unfortunately I'm still waiting for an Epic's reply regarding this. Apologizes.

Hi Alex!

Thank you very much for your feedback; I totally agree ;) I'm working on some great updates, but I need more spare time...


About the unsharped mirrorman, it's an intended effect, creating a depth of field based on the camera. But I will add a button to disable it.

And yes, DLSS is out! But it still has some limitations with certain features. Anyway I will add it, of course, but not suitable for ranking/scoring. Only an optional feature to be tested by the users.


Thank you and best regards!

Thank you very much! I'm writing you an email right now.

Yes! Real time Sky shadows and lighting, in Pro mode.

Thank you Muhammed! That's the kind of comments which help to keep me working on :)

(1 edit)

Updated to version 0.7, including minor changes and more information after running the tests. Specially an indicator of the percentage of permance improvement between two executed tests, so it's perfect for doing one test, overclocking your GPU and pass another test, knowing, after that, the relative boost between both.

Added a new video too:


Thank you and best regards!

(6 edits)

Hi all!

I'm glad to announce my first itch.io released tool. It's a GPU benchmark developed with Unreal Engine 4, to measure the power of your PC when running RayTracing technology on a very exigent scenario. Ideal for overclocking too.



For more information you can read the project page and download my benchmark for free: https://marvizer.itch.io/simple-raytracing-benchmark


Appearance of the scene during the second part of the Extreme Settings test.


It will be improved over the time. Next planned feature: after running the benchmark, it will store your result and you will be able to run it again (with overcloking tweaks on your GPU, for example), and it will compare both results and tell you the % of improvement, so you won't need to calculate it by yourself.


I hope you enjoy it and share your results! Thanks!