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Galidar

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  1. Hello good morning, The first thing I must say excellent effects and quality congratulations, Well I have used your demonstration with the following technical specifications -GPU - GTX 1080 - 8GB -CPU Intel Core 7 - threads 12 - 6 cores -SSD -64 GB RAM Errors found -Multiplayer mode (I choose my character, load the map selector and my friend cannot see his character because he is still choosing, the selector hides everything before choosing) Suggestion -Add more slots please (It really is great to have some extra characters in mugen) The project takes 3 minutes to open with ( OPENGL ) RGB The project takes 2 seconds to open with ( DIRECTX ) MUGEN 1.2 An idea that can completely change MUGEN Well I am a developer of unreal engine 4 and Mugen has caught my attention, I used it 6 years ago and now I have come to see its progress, I have really read some concepts and I have done multiple tests with MUGEN but I have really noticed that the Users are using OPENGL only for the reason of obtaining RGB channels to achieve masking of images. To be honest, using PNG images can be very good to finish quickly, but I suggest users not to use PNG in MUGEN 1.1, I have some Interesting ideas that can replace the use of PNG in projects - 1 Do not use multiple images to approach the START scene (I recommend using a video with the same images that you are using, so far no one has done this type of tests) This will make you conserve your particles efficiently and without unnecessary calculations OPENGL must calculate the height of each RGB image (This means that it will determine the transparency of PNG, it can be useful but not necessary) A video would replace all these calculations Directx is faster (I have seen many users talking claiming that OPENGL is faster, but it is not correct, the reason for this is because Directx is based on certain measures, this will make your MUGEN and that of other users increase the capacity of load for really heavy scenes) This is a basic font https://www.youtube.com/watch?v=54oU4XAWmM8 By assembling all the images that MUGEN produces in its MENU in video format it will create a Storage effect What is happening within MUGEN is the same concept we used in a real engine 4 called (Render Target). A calculation of multiple images currently used in simulation projects and some current games, Mugen x84 will create a bottleneck sooner or later in their projects, personally I recommend replacing images of MENU and STAGES with videos I hope this suggestion can be of help to someone who wants to create something new. https://en.wikipedia.org/wiki/Render_Target The reason why it takes time to load your Mugen is because of the number of transparent images that OPENGL and Mugen should calculate with only the limited amount of 4GB of ram I recommend innovating in a method in which you completely replace the images with videos in the MENU and Maps using DIRECTX This will take MUGEN to another level in charging performance I hope this information as a developer of 5 years help
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