New Em-8er Build - Unreal Engine 5 test!

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Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
723
2,704
93
#1
Greetings Reapers,

Today we unleash the latest gameplay demo, running in unreal engine 5!
Download the latest demo if you're eligible, and tell us how it runs for you down below!

Here is the info from the Email.
"For the past several weeks, the team has been testing and evaluating Unreal Engine 5, the powerful new game engine which we feel is a true leap forward for gaming and game development. Unreal 5 offers, under the right conditions, unlimited detail with great performance, optional unprecedented lighting quality, and a vast array of tools that make game development faster and easier than ever before.

We are proud to announce that Em-8ER has been fully ported to Unreal Engine 5 and that you will get a chance to help us test it tomorrow! We believe this is the first time a Unreal Engine 5 indie game demo has ever been made available to the general public. All eligible backers can join us in downloading the Unreal 5 version of Em-8ER and joining us live on Twitch at 11am PDT to help take this exciting new technology for a spin. Not yet a backer? Be sure to check out our Newcomer Packs and join us for tomorrow's stream! We will also be hosting our regular Chief Chat at the same time on our Discord Server, where you can join in for a chance to win skins and other goodies.

This first test is a direct port of our last Unreal 4 demo. While we won't be showing the graphics capabilities of Unreal 5 just yet, this is an important step to verify the game works on everybody's system and that there are a minimum of complications moving to the new engine. You can expect us to push more Unreal 5 features in future builds. But there is more..."


There you have it!|
Em-8er is truly on the cutting edge. So look sharp reapers, it's time to play.
 

PlzBanMe

The furry mod
Staff member
Ember Moderator
Jul 27, 2016
129
239
43
#3
I have noted that running into a player cause thrusters/jets to shut off.(player stacking is much harder) The largest version of the fall rocks during as seem to have the same issue.
 
Likes: Magus
Mar 11, 2017
31
96
18
30
#4
So i'm noticing that there's a lot of major differences in gliding sometimes its more fluent and has better frames but other times it is super jagged and zig zaggy with really low frame rate.

The new base markers are awesome and the graphics do seem to be a little better.

Also really love the Unreal 5 graphics of the neko skin!!!!

Otherwise will update with further findings soon...
 
Likes: Magus

Shanie

Omni Ace
Sep 23, 2018
19
64
13
#6
Double tapping a direction for a burst of thruster speed requires you to press space bar, or something, and that just doesn't feel very good. I think you should just have to double tap a directional and as long as you're off the ground it will react.
 
Likes: Magus

Sy

Well-Known Member
Nov 16, 2018
363
719
93
sya.li
#8
It starts up on a GT 1030, the framerates are good enough for me (20-30)

The mouse sensitivity is still bound to the graphics settings.

Turning smears the scene and no graphics settings remedy that; it give me a headache and makes me want to vomit.
 

liandri

Omni Ace
Omni Ace
Jul 29, 2016
448
1,108
93
Zone of Bones, Australia
#9
Helpful tip for people: You can manually change your controls in:
C:\Users\***\AppData\Local\Em8erMovement\Saved\Config\WindowsClient\Input.ini
DebugWidget will display your Ping, PlayerCount, ID, and FPS in a convenient window in the top left corner of the game. I like to set Shift=True and Key=K.

The Gooooooood Stuff
The new text fields and the updated chat colours are nice. Still room for improvement, but I think it matches the game a bit more.
The lighting has changed, and I think it's better. Attached comparison below.
Unreal 5

Unreal 4 - note lighter shadows
Noticed there is a new cloudy particle effect that appears when gliding which wasn't in WhiteBoxDemo. Very nice.

The Weeeeeeird Stuff
When loading in, I can hear a brief 'resource spawn' sound and see a flash of a t-posing model with a grey background (presumably at the default camera location on the map). The sound might be coming from the Base icons on the compass.
Had not noticed the crystals having reflections until now. The first-person reflection is pretty jarring.

Bugs
Scoreboard shows all players as offline, even if they're online.
The gliding animation is broken. Tilting downwards keeps your frame completely level, even if you've stalled.
Missiles still explode early on occasion, might be less common now but not sure. It seems like they collide with the player. Maybe if they didn't consider the hitbox of the player who fired them, they'd work again? *shrugs*
Zig zag gliding is definitely still a thing, and it gets wild. Very noticeable when gliding after Overthrust (that is, Overthrust, then Glide, without pressing Spacebar in between. Normally you have to, but sometimes it isn't the case).
No clue how to scroll the chat now. A hotkey to unlock/lock the cursor would be great.
The black on black in the UI isn't great.

--
And even though she isn't in the demo, the Feli skin looks badass. Curious as to how this "photo mode" might work in-game. Will it just be the pilot that gets 4K textures? Maybe the Omniframe and your weapons? All other players in the shot?! THE WHOLE ENVIRONMENT?!?!?! Who knows!
Also echoing Myst's consistent requests for a 3D model. Even if it's just for home gamers who want to play around and figure it out.

Looking ever forward to whatever is next, hopeful for the Home demo, even more hopeful for a light frame test (bought a copy of Vanquish just to see what all the fuss is about).
 

Magus

Omni Ace
Apr 2, 2017
6
15
3
#10
Runs fine on my GTX 1060 on epic. Only noticed three things. First two may or may not have already been present in the UE4 version, but I guess there's no harm in mentioning them now.

One, I'm pretty sure this is intentional, but I thought I'd say something about how tight turns seem to mess with whatever is used for the green glowing flight streams. In my mind it seems like the sprite or whatever is getting turned 90 degreesL turning what is usually slender, wide and sorta choppy. It seems the UE4 has the wide band issue but not the choppy one.

Two, I didn't get a screenshot of this, because I thought it'd be replicable, but when I first logged in my character's shadow only partially loaded in.

Three, the gun recoil is still offensive to my delicate princess-like gunplay sensibilities.

EDIT:
Missiles still explode early on occasion
I experienced this too, it seemed to happen when targeting a lot of enemies. Perhaps the missiles are colliding with themselves or one hits something early and starts a chain reaction? I'm not sure. Maybe the solution is to make them ignore collisions or explosions from themselves?
 
Last edited:
Aug 12, 2021
2
4
3
#11
U5 demo runs great. Both versions run on epic quality.
For U4 I was getting 160 FPS on a 2070 Super / R9 5600X / 32GB RAM
On the U5 I'm getting 120 FPS.
The thumper is not as tempermental, don't know if that was the small sample size, but I run it 5 times each. In the U5 version I could place it much more reliably (I think I could not place it only once, where in U4 I mostly could not place it but once).
The combat is the same more or less. the rockets have the same chance of exploding on you in both versions.
 
Jul 27, 2016
2
0
1
#13
A few bits on my experience with the UE5 Thumping demo:
1) As a former TigerClaw main, I absolutely love the new Afterburner and Crater.
2) Playing at 150H/129V FOV, firing the auto rifle was a bit awkward. My target looks smaller than it is at 120/89, and I missed more shots than at 120/89. Im playing at 1440P. After around 140/112 or so, the game gets a kind of curved lens effect. Is this due to the rendering POV and method? Either way, if youre on 16:9, I wouldnt suggest going above 130/101
3) I maintained 144~ FPS at 1440P, on full ultra, at above stated FOV values. Very good performance so far. Dips to 110-120~ in the starting area though. Not much there so I have no idea why.
4) After a couple rounds of thumping Ive noticed that
a) Keeping the trigger held down with the auto rifle does not make shots stray that far off target, even when the outer reticle is in its widest form. This is nice, but it is a little odd after you see the original reticle size while holding down the trigger.
b) Itd be nice if Crater went in the direction your reticle was facing.
c) Some areas of the ground Id just get stuck on when walking/running, and had to jump off of to be able to move. Screenshot included so you know one of the general areas. Ive had this occur in both areas Ive thumped in.

Imgur used because even at 720p/1.6MB, was deemed too large by forum.
 
Last edited:

liandri

Omni Ace
Omni Ace
Jul 29, 2016
448
1,108
93
Zone of Bones, Australia
#14
Playing around with the demo a little more and my omniframe teleported across the map. Missed capturing it on video for the second time now, but I had a look at the log file this time to see if there was anything useful. Below is an excerpt of the log when I teleported.

[2021.08.23-04.17.41:534][286]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.42:377][382]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.43:175][469]LogEm8erOmniframeCharacter: Rotation Disabled: highspeed
[2021.08.23-04.17.43:178][470]LogAnimation: Warning: SLOTNODE: 'Transition' in animation instance class ABP_OmniframeMP_C already exists. Remove duplicates from the animation graph for this class.
[2021.08.23-04.17.43:178][470]LogAnimation: Warning: SLOTNODE: 'TurnInPlace' in animation instance class ABP_OmniframeMP_C already exists. Remove duplicates from the animation graph for this class.
[2021.08.23-04.17.43:178][470]LogAnimation: Warning: SLOTNODE: 'AdditiveLand' in animation instance class ABP_OmniframeMP_C already exists. Remove duplicates from the animation graph for this class.
[2021.08.23-04.17.43:255][478]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.43:731][529]LogEm8erOmniframeCharacter: Rotation Enabled
[2021.08.23-04.17.44:148][574]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.45:042][670]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.45:939][766]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.46:830][862]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.47:717][958]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.48:599][ 54]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.49:488][150]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.50:373][246]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.51:257][342]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.52:138][438]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.53:027][534]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.53:924][630]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.54:802][726]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.55:675][822]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.56:550][918]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.57:427][ 14]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.58:302][110]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.17.59:174][206]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.00:047][302]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.00:906][398]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.01:763][494]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.02:619][590]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.03:475][686]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.04:327][782]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.05:234][878]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.06:242][974]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.07:235][ 70]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.08:201][166]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.09:127][262]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.09:995][358]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.10:839][454]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.11:661][550]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.12:486][646]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.13:318][742]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.14:188][838]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.15:065][934]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.15:942][ 30]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.16:810][126]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.17:648][222]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.18:629][318]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.19:637][414]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.20:645][510]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.21:647][606]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.22:651][702]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.23:659][798]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.24:634][894]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.25:619][990]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.26:615][ 86]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.27:617][182]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.28:619][278]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.29:632][374]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.30:639][470]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2021.08.23-04.18.31:616][566]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)

Noticed as well that my log is 18MB, from 23 minutes of gameplay. Almost all of it is the same lines with little variance. See below spoiler.

[2021.08.23-04.16.50:504][ 20]LogScript: Warning: Script Msg: Divide by zero: Divide_VectorFloat
[2021.08.23-04.16.50:506][ 20]LogScript: Warning: Script Msg: Divide by zero detected: 1.000000 / 0
Script call stack:
Function /Game/Em8er/UI/WBP_ScoreTable.WBP_ScoreTable_C:Get_tbPlayerFPS_Text_0

[2021.08.23-04.16.50:514][ 21]LogScript: Warning: Script Msg: Divide by zero detected: 0.000000 / 0
Script call stack:
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:InpAxisEvt_LookUp/Down_K2Node_InputAxisEvent_3
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:ExecuteUbergraph_ALS_BaseCharacter

[2021.08.23-04.16.50:514][ 21]LogScript: Warning: Script Msg: Divide by zero detected: 0.000000 / 0
Script call stack:
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:InpAxisEvt_LookUp/Down_K2Node_InputAxisEvent_3
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:ExecuteUbergraph_ALS_BaseCharacter

[2021.08.23-04.16.50:514][ 21]LogScript: Warning: Script Msg: Divide by zero detected: 0.000000 / 0
Script call stack:
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:InpAxisEvt_LookUp/Down_K2Node_InputAxisEvent_3
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:ExecuteUbergraph_ALS_BaseCharacter

[2021.08.23-04.16.50:514][ 21]LogScript: Warning: Script Msg: Divide by zero detected: 0.000000 / 0
Script call stack:
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:InpAxisEvt_LookLeft/Right_K2Node_InputAxisEvent_6
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:ExecuteUbergraph_ALS_BaseCharacter

[2021.08.23-04.16.50:514][ 21]LogScript: Warning: Script Msg: Divide by zero detected: 0.000000 / 0
Script call stack:
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:InpAxisEvt_LookLeft/Right_K2Node_InputAxisEvent_6
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:ExecuteUbergraph_ALS_BaseCharacter

[2021.08.23-04.16.50:514][ 21]LogScript: Warning: Script Msg: Divide by zero detected: 0.000000 / 0
Script call stack:
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:InpAxisEvt_LookLeft/Right_K2Node_InputAxisEvent_6
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:ExecuteUbergraph_ALS_BaseCharacter

[2021.08.23-04.16.50:515][ 21]LogScript: Warning: Script Msg: Divide by zero detected: 0.000000 / 0
Script call stack:
Function /Game/Em8er/Blueprints/BP_OmniFrameCharacterMP.BP_OmniFrameCharacterMP_C:CMCBeforePerformMovement
Function /Game/Em8er/Blueprints/BP_OmniFrameCharacterMP.BP_OmniFrameCharacterMP_C:ExecuteUbergraph_BP_OmniFrameCharacterMP
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:ALS Tick
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:ExecuteUbergraph_ALS_BaseCharacter
Function /Game/Em8er/AdvancedLocomotionV3/Blueprints/ALS_BaseCharacter.ALS_BaseCharacter_C:CalculateEssentialVariables

The Script Msg: Divide by zero detected: 0.000000 / 0 message changes between 0 / 0, 1 / 0 and 360 / 0. Didn't see any other values.

After the teleport, the messages from the above spoiler stop completely, and just note when I've glided or used Afterburner. If you want a copy of this log, I've set it aside. You can message me on Discord and I'll send it over.

Seems in this UE5 port build the pilot Right arm skeleton needs to be retargeted or something. The arm holds this excess elbow bend when standing, walking, and sprinting.
Looks like this is in the previous demo too. On occasion, I've seen the omniframe "ribcage" deform when gliding or landing, but only for a brief moment.
 
Likes: Pandagnome
Nov 2, 2019
7
14
3
32
Hungary
twitch.tv
#15
Hi!

Didn't have that much time to test yet but I noticed 2 things.

First is I don't know if this is just a "too early" thing but walking and general movement on un-even (spiky) terrain seems a bit less fluid. The frame gets stuck at small level differences and when you run towards a direction where you cannot go because of level difference the leg part of the frame starts shaking.

Second thing is more like a feedback compared to previous demos is that the gliding dropoff seems too aggressive. Gliding from big heights seems okay, but when you try to do it in a valley of some sort with little starting elevation it feels worse because now I have to aim my camera more below the horizont. This could be annoying later on when playing in a relatively flat area
 
Likes: Pandagnome
P

punkbuzter#6186

Guest
#16
Here's my collective report...

The game feels to run smoother, whether that is increased FPS or lower frametimes idk, or even a set of different settings to my previous setup idk, the boxes are black and I have no tools for testing. But, other than that it's basically the same (not comparing to the UE4 whitebox thumping).

Here's a couple bugs:
1. There's an effect while standing inside the Alpha base that looks like the stripes from gliding.
2. Feet are clipping through terrain.
3. When relogging, settings like Sensitivity is reset even tho the numbers are still showing the same values.

4. Changing mouse sensitivity doesn't do anything... 5.0 is the same as 0.00001.
5. The old bug where the character is spazzing out while gliding is still a thing, this became a problem back when you changed the camera behavior for gliding.

6. I got booted, don't know if this is by design but it never happened to me before and I've been online for hours during my test sessions. But, just minutes before I got booted I noticed some problems with the Overthrust, it seemed like I hit the skybox and it would stop thrusting, but I was very far from the skybox. Desync maybe?

7. When trying to place a THUMPR after scanning, it says there's another THUMPR nearby, but I'm alone on the server.

8. The clustermissiles doesn't register the smaller whitebox enemies.
9. The Plasma Cannon feels weak compared to how much energy it draws per shot, damaging area is too small.

10. Kinetic rifle ammo clip is too small, at least the Terran standard issue rife in StarCraft had 500 rounds.


Now to the suggestions:
I'd like to have a 360 camera when running.
Meaning, if I hold the "Shift" key to sprint the character should run with face to where I make the input (WASD). When not running it should strafe as usual. This is a camera feature that is very underrated and gives the player a lot of freedom.

Vertical camera adjustment.
We currently have 3rd person Horizontal adjustment but I would also like to have Vertical, as I often find the character blocking my view.

Have the "ALT" key toggle between movement and menu overlay.
To clarify, I mean like in Tera, where you click ALT to enable a mouse pointer that you can customize your UI with, open menus and it makes it very easy to switch between monitors without actually bringing up the Settings window. The current zoom-in that ALT is bound to is pretty useless since as soon as you start sprinting the camera goes back to its default position anyway.

I've highlighted the more important issues in red for clarity.

EDIT:
I should also add that if you collide with an object while using regular thrust, it makes a horrible
repeated sound effect that doesn't end until you stop thrusting. This is an older issue tho, not tied specifically to the UE5 update.
And, some of the static clouds (not the moving ones) has a weird
strobing effect going on.
 
Last edited by a moderator:

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,730
10,079
113
Island of Tofu
#17
I've highlighted the more important issues in red for clarity.
The hilighted words stripes and gliding looks clear compared to the other hilighted words was it s a different red?
Inside the base it looks very bright to me but when i go outside it is ok.
Are there light sources that is making it very bright inside the base??
 
P

punkbuzter#6186

Guest
#18
I should also add that if you collide with an object while using regular thrust, it makes a horrible repeated sound effect that doesn't end until you stop thrusting. This is an older issue tho, not tied specifically to the UE5 update.
The hilighted words stripes and gliding looks clear compared to the other hilighted words was it s a different red?


Inside the base it looks very bright to me but when i go outside it is ok.
Are there light sources that is making it very bright inside the base??

Nice find xD Fixed the color mismatch :)

Don't know about lightsources, but, there's an effect coming from what appears to be inside the building that looks like the stripes from gliding when looking at the ship outside. Dunno if this was intentional to simulate sparkles from the ship or if this is the result of something else...
 
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punkbuzter#6186

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#19
I have found a more concerning flaw in the game settings menu...
Grummz asked people to report FPS changes between the UE4 and UE5 builds, but there's a problem.

Graphical settings in the game (UE5 demo) is blackboxed, going further back in time the graphical settings has been wanky at best with settings not applying, presets not changing values etc. Not even mentioning that changing Sensitivity from 0.00001 to 5.0 has no effect what so ever.

In my post above I reported that Mouse Sensitivity resets after relogging, but the values are still correct. I need to change the value up or down to restore my correct setup.
Now, the question is, does this bug affect graphical settings too?

In order to make a legit comparison between the builds, the first step is to make sure the settings align, but if the UE5 demo ignores values set in "GameUserSettings.ini" who can tell if it's running the same settings if a simpler thing such as sensitivity doesn't even work?
 
Jul 19, 2020
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#20
Hello there! F.A.I. - The A.I. Nynja asked me to reply here about mine is ready to test something. I'm interested in Em8er cause i used to play FireFall but English is not my native so i mostly read, not write or talk :D

So, my system is Win 10 RU | Xeon E5 2678 v3 | GTX 1060 6Gb | Huananzhi X99-AD4 | 4x8Gb RAM (Quad channel) | noname NMVe SSD | 30" 2560x1600 Dell UltraSharp and looks like CPU (and mb RAM) is an interesting thing here. I'm ready to check if the game manage to launch and how many FPS i can get.
 
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