@thatandplaygames : Looks like you are running RTX 2080 Ti so should be getting blazing performance. Can you make a video showing the slow and choppy, thanks!
@Argent_Arts : Multi-monitor interaction is a concern. When we get the real UI back up under Wicked, we will look closer at that and make sure we work well with multiple displays.
@cybernescence : Yes the shimmer on the crates is a puzzler, and may be related to an asset or the volumetric lighting. Time will answer this one!
@GubbyBlips : We are not benchmarking anything other than pure rendering speed and system compatibility/stability at this stage. It is also a useful early indicator to pre-order users whether they need to upgrade their systems for September.
@Burgos : Can you send me a link to the laptops you have which crash out when using the dedicated GPU. I may be able to pick one up on eBay so I can reproduce what you see.
@Niijel2 : Thanks for the feedback on the visuals of the assets, I can pass this along to our artist but the effect we wanted was wet walls, does anyone think the walls look more metallic than wet?
@synchromesh : I would say the settings of this demo represents HIGH settings. The MSAA is set to 8, and this can be dialed right down to 2 to get more performance, and other lighting effects can also be scaled down too. Reducing the texture sizes, polygon LOD level and other classic tricks can improve performance further too. For now though, I want to stay in the 'HIGH' area so we can play with the best looking effects, then decide what our minimum spec should finally be set at to guarentee a certain visual quality expectation.
@MadLad Designs : Anyone who changes their mind or discovers they cannot run the MAX alphas and betas are encouraged to apply for a refund from TGC. We only want happy customers
You can always check out the free trial demo in September and decide again to buy, or further down the road when you have upgraded your system or seen evidence of cool games created with MAX. No pressure from us on this one, and of course if you have GameGuru Classic we will continue to support that with bug fixes and functionality improvements.
@wizard of id : I made an error in my video presentation on Wednesday, the SURFACE texture format is AO, Roughness and Metalness (not gloss as I mislead everyone about). Its the standard you also find in Unreal I believe, and some other asset stores so worth checking out this composite texture format and see how we compare with what is out there too!
@IceVANPS : I take your point the NVIDIA should not crash, we should look closer at that with some logging info. Generally speaking, both your systems are under the min spec and will not run MAX very well I expect. P.S. Nice detective work on finding out the part of the graphics engine that causes the crash - you are well on your way to becoming an excellent developer!
@Zigi : I would not do it for this alpha, but your idea of a public binary everyone can test is a good one, and would also help promote the forthcoming release of MAX too! I think a good demo would be one that is running the actual GameGuru game loop though, so we have an honest picture of all the systems in play, rather than just the rendering side.
@synchromesh : I might make an exception to the min spec. GTX 960 or above or a C64-X
[I will call it Nostalgia Mode]
@Nomad Soul : The download will not give you a Steam Key as well, you will have to decide which one suits your purposes. The danger by giving the key with the download is that users will use the download installer, and the bad apples will just sell the key, taking money from the developers, those nice chaps. Also I prefer it if no-one shares the alpha builds with the public as they are a special thank you for pre-ordering with us at this early stage. Given your concerns, you might be best waiting for the free trial we will release in September and keep watching the broadcasts and videos of progress, there won't be much you can do with the software until we are close to release anyway. X file will still be supported for backwards compatibility, and DBO will remain the destination format for fast loading, but we are opening up better support for FBX, GLTF and OBJ so you can import assets from the outside world instead of relying on our DLCs and other proprietary asset sources. Still using Bullet for Physics and scripted AI from Classic in MAX. On the surface texture format issue, we will still support the Classic PBR naming, we are just adding a few more for easier importing (_rough and _albedo) and of course _surface (which may also have a few variants based on popular asset store naming conventions).
@Belidos : As you say, Lee made a booboo
Check out the Wicked Engine specs for more details on the SURFACE texture format. It's pretty simple, adding the various surface texture properties into a different color channel of a single texture - most efficient and used by most modern games these days.
@cybernescence : Absolutely agree, please do not take anything as final until we enter BETA phase. Alpha phase is very early development, and Lee may change his mind eight times. I would not like to think you go out and convert a thousand textures to _surface only to find I changed the order for kicks and giggles. The MAX engine would have to pack the separate textures into the _surface format internally, but we will still be supporting the separate PBR texture set files for backward compatibility. By providing the _surface texture instead of the _gloss, _ao and _metalness files, you save disk space and speed up loading (and memory usage) so new assets should definately use the new method (it just means your asset will no longer be 100% compatible with GameGuru Classic).
Thanks for all the feedback so far, and keep it coming. Not a bad response in the first 24 hours, thanks everyone! In regards to general FPS expectations, it is dangerous to compare apples with oranges, and I am pretty sure the game "cs:go" is cram packed with baking and pre-processed everything to give them excellent performance on almost any system. GameGuru MAX will be pitched primarily as a real-time graphics engine, with a system requirement higher than a game that targets lower-end systems. We will be keeping the lightmapping in GameGuru Classic if you want to target integrated and older graphics cards, and I will also be keeping my eye out for a third party open source lightmapper that can be integrated into MAX in the future. If I have learned one thing over the last 5 years, I have no business writing (or more accurately modifying in the case of the DarkLIGHTS lightmapper) a light mapping system, and much prefer to hook up something that will match the expectations of the modern gamer.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.