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Old March 14th, 2012, 02:17 PM   #13 (permalink)
paulpach
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Quote:
Originally Posted by Vajsmilan View Post
Here is what i got:

I always used dynamic sky, and view distance 150, chunks load 60 and 60m and selector to 2.

On max settings game looks gorgeous, it even has like dents if terrain is set to 3 but it takes 5 fps more to work...:/ So i noticed that on max if it doesn't lag much i get around 10-20 fps, but it gets to drop to like 3fps sometimes, but on moderate i get 15-30 fps unless it starts to lag sometimes and gets down to 5-10fps. but on low graphics i don't get any boost in fps and it even lag sometimes more, or its just me trippin...xD But i think its totaly playable on medium.

Bugs: think that its known beta bug, but safe option doesn't work with me, and also sometimes terrain gets these blue dots, and also doesn't load terrain sometimes, is it because of my low performance phone?

Also, will we be able to craft anything in finished version like weapons, and will we be able to mine our own blocks and not have and infinite number of blocks in inventory...?
Thank you for the review.

Dropping to 3fps is definitely a concern. We will take a look to see what can cause such dramatic slowdown. Dynamic sky is somewhat expensive, so if fps is not tolerable, you can switch to simple of fog sky and that helps a lot (albeit it is not quite as pretty). I am glad someone noticed the "dents", as they took a lot of work. Water is also very pretty in max quality, check it out.

The save feature will be a full version only. The free version will not be able to save. But we have not implemented persistence yet. This is a known problem and very high in our priority list.

I am painfully aware of the blue dots. It is a price we had to pay for performance. There might be a workaround in the future that allows me to remove them, but it will require pro version of Unity for android which costs $3000. That is the reason I have not been able to fix them yet. It may need to be a toggle in the settings because it might affect FPS.

The terrain might just take some time to load. We have implemented prioritization so that the terrain closest to you gets loaded first, but the fact is that there is a lot of math going on in background while terrain is generating and slower phones just have to wait. There is an "invisible wall" that does not let you wander off from loaded terrain, that at least prevents you from jumping off into the void while terrain is being generated. There might be more speedups in the future to help with this.


Crafting is in the pipeline.
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