DirectXTex
UnrealEngine
DirectXTex | UnrealEngine | |
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10 | 122 | |
1,701 | - | |
0.4% | - | |
8.4 | - | |
14 days ago | - | |
C++ | ||
MIT License | - |
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DirectXTex
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Total FPS & Performance mods for Console
Optimized Vanilla Textures were optimized for PC and then ported to console. They were optimized using an 'optimizer' for Skyrim, which was not updated for the textures FO4 has. It did add mipmaps for the textures that were supposedly missing some and shrank the resolution; however, seeing as the Creation Kit uses Microsoft's own DDS compression program that adds mipmaps automatically, you're literally just re-adding vanilla textures that have been decompressed and then recompressed with extra loss on the visuals and taking up space. Also, specular maps must be compressed with the Photoshop Intel plugin in order to compress them properly or a program that will allow you to have the red and green channels saved in BC5U format (which is a normal map compression and flipped). GIMP does not do it correctly and I'm very doubtful the program that was used to shrink things did either since it was not designed for FO4's specularity.
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Learning DirectX 12 in 2023
DirectXTex
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25 outfits that will be available in the shop
The images are in a split DDS format. To convert them to e.g. PNG files, you first have to concat the files and then use a tool such as texconv.
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Mod Release: Oblivionesque Locks, a lockpicking minigame overhaul
Yep, the images used for each part of the minigame (a couple variations each of lock background, pick, pins, and springs) are stored as .dds files, DXT1 format. You can convert another image format to this type of texture-- I used texconv. Overwriting the default textures with your new files will replace the assets ingame.
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editing textures
However I've found that MS TexConv from the DirectXTex package is the best way for loosing less quality, so I save my textures as lossless PNGs and use TexConv with my own wrapper then.
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SSE CK fatal error
You can use texdiag to see information about a texture.
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Does Anyone Know a Tool That Can Mass Compress/Resize DDS Files?
I know only Nvidia texture tools exporter but it's not in masse sorry My suggestion is to create a python script that uses texconv.exe for every file in a directory, pretty easy to get
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BC7 Quick vs Max, any performance difference?
xLODGen/DynDOLOD/TexGen uses Texoncv to compress textures.
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Coming back to FO4 and realized there are now mods available - what do you think of this selection and the LO?
Not necessary on Xbox. Xbox graphics will not function properly without mipmaps so the developers would have had to run everything through xtexconv for Xbox optimization. See Microsoft Documentation on DirectXTex. Code samples for xtexconv for the curious are located here.
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Work in progress - New World model explorer
All textures/images are .dds files. I use TexConv.exe to convert them to png files. texconv.exe *.dds -ft png
UnrealEngine
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Two handy GDB breakpoint tricks
Visual Studio has a related annoying habit when navigating the call stack (the caller's scope is considered closed if the callee is syntactically its tail) so I wonder whether this workaround would be useful for it as well.
See also this comment in the Unreal Engine code about putting a nop in before as well: https://github.com/EpicGames/UnrealEngine/blob/26677ca1b3c97...
// Q: Why is there a __nop() before __debugbreak()?
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Sane C++ Libraries
> you can still use it with smart pointers provided by any other library
Is the point of having a kitchen-sink library like this not that you dont have to reach for a 3rdparty library for things that you need 'all the time'?
Certainly, not everyone needs it.
...but, not everyone needs threads either. Not everyone needs an http server; and yet, if you have an application framework that provides them, when you do need them, it saves you reaching for yet-another-dependency.
Was that no the point from the beginning?
unique_ptr is a fundamental primitive for many, as you see from some other frameworks (1), and implementation is not always either a) trivial, or b) as simple as 'just use std::unique_ptr'.
This does seem like a very opinionated decision with reasonably unclear justification.
[1] - eg. https://github.com/EpicGames/UnrealEngine/blob/release/Engin..., https://github.com/electronicarts/EASTL/blob/master/include/...
- Not only Unity...
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Unreal Engine 5.3
It is not publicly available. If you click on this link you get a 404 page: https://github.com/EpicGames/UnrealEngine You actually have to go and subscribe, agree to their terms, and then you get to view the source code. It happens to be free, but it is by no means "public".
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I always have bad timing, was literally just about to try out v5.2
https://github.com/EpicGames/UnrealEngine/tree/5.2.0-preview-2 For anyone wondering
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Depending on the order multiple movies in "Startup movies" cause game to crash.. UE5.1
Like I said before, you have the fixed code here (commit: 23937975).
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How to create a moddable game?
Before you can access the repository at https://github.com/EpicGames/UnrealEngine, you must: be an Unreal Engine subscriber. have a GitHub account. have associated your GitHub account with your Unreal Engine account as described on the UE4 on GitHub page.
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W.I.P on my Open-World time traveling game. Experimented with Lumen + Nanite and found a way to maximize performance!
What you need to do is follow this link and diff my file with Epic's file. You can grab settings that I have from mine and plop them into a custom one for yours. Just be mindful if you're developing in VR for what settings you bring over.
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As a Unity user, watching Unreal Engine at GDC 2023 made me sad and jealous
Originally it was going to be NetworkPrediction (need to be signed into a github account with Unreal Engine access for that link to work), but since David Ratti left Epic that died and they stopped working on it. (I didn't know it was dead, that was the CMC replacement I was referring to)
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This unironically happened at my work today. We'll *definitely* be fitting that one into the next sprint...
Found this while looking through UE commits
What are some alternatives?
DirectXTK12 - The DirectX Tool Kit (aka DirectXTK12) is a collection of helper classes for writing DirectX 12 code in C++
CRYENGINE - CRYENGINE is a powerful real-time game development platform created by Crytek.
DepotDownloader - Steam depot downloader utilizing the SteamKit2 library.
capnproto-rust - Cap'n Proto for Rust
Amazon Lumberyard - Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch – with full source.
Defragr - Precision movement FPS with physics ported from Quake 3 CPMA. Made with UE4
FX11 - Effects for Direct3D 11 (FX11) is a management runtime for authoring HLSL shaders, render state, and runtime variables together.
Quake-III-Arena - Quake III Arena GPL Source Release
DuckX - C++ library for creating and modifying Microsoft Word (.docx) files
Smooth-Networked-Movement-Plugin - Public Repository so anyone can push updates to the plugin. [Moved to: https://github.com/Reddy-dev/SMN2]
NewWorldUnpacker - A .pak unpacker used for reverse engineering Amazon's upcoming New World MMO
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]