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z
Worked well for me on older unity games not ment for the new robust unity 2018's+
7 years ago
zereda-games버전 2.3
I've made it work on all unity's to date exept any of the 2018's the code doesnt give errors (yet) but warns of future deprication of some of it's features. only paid 5 bucks back in december of 2016, havnt used it for a complete build only played with it in the editor. i do believe for where i'm at in my build and the route ive decided to take this won't be of any use to me any more. I now have a better pc so doing play tests in editor isn't as painfull. this did help when projects became large and all's i had was 2gb of video mem and 8gb of normal RAM. Thank you for the easy to use tool. may reuse the FPS counter and displayer, tweek as needed, but the actual auto quality chooser all GUI things are becoming depricated and will need to be rewritten eventually. also i'm going a similar route as to the comment 2 months previous of my own. Make the best looking game i can, force other to upgrade with the times to play your game.
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0
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u
Tried to make it work.
8 years ago
unitedone3D버전 2.3
Hi there ! Just a 2 cents.
I tried to make this work but to no avail; it does not mean the product does not work; just that with my setup it did not 'switch from fantastic to good to low' 'on the fly' etc, thus it did not do anything. But after reducing the levels myself (from Fantastic down to Low or medium quality), I realized these levels are way too low if you intend to make a AAA game and do not represnt the quality of my game (I understand FPS is very important hence why degrading/auto-adjusting the quality on the fly so it works on lower CPUs/GPUs, but I resolved myself to be 'future-forward' in the sense that I prefer the player to be forward thinking by updating their hardware/software to be able to play 'next-gen' games. rather than lowify my game. To accomodate lower hardware is understandable and provide a 'range' of low end to high end hardware; I agree. But, sometimes and at some point, you have to 'Upgrade/Move On' and make the player be forced to update 'one day' (just like Unity 2018 deprecating many things...same goes for creating a game; you have to deprecate the 'play this game on your Pentium x386 500mhZ...it's time to be 'up to date' to today's GPU/CPU. Autoquality solves the problem, but I've noticed, not with just this one; autoquality may not be capable of reducing things much if you tell it you want to keep higher graphics - it's not possible it Must degrade your game quality to obtain higher frame rate or you must get a morepowerful up to date hardware (GPU/CPU); I've tried 3 auto quality improvers and only one really imrpoved the frame rate but by basically using a simple cheat - resolution reduction (like lowering from 1920x1080 down to 1024x768 pixels resolution, so really rendering 'low res'; that improves GPU speed by less pixel load, dramatically; but, you guessed it, the image is beyond bad and makes you think you are playing a PS1 or SNES game...). So, it's again a balance, try this and see if it can squeeze some fps wihtout losing too much quality. Otherwise, don't and accept that you wish to preserve higher quality and will need higher hardware to get higher FPS. Thanks for reading. Just a 2 cents.
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퍼블리셔 답변:
10 years ago에 답변됨
Why? I am using it on mobile projects (both, Android and iOS)
Our map this was tested on is real huge (has 5 cities, and 3-4 small villages as well,
and about 7 higher mountains, (scene is made in Terra Unity, 18x18 KM, enough said),
and - i've put this utility into the map, and run the test, with some vehicles, Player,
and planes in it. Did not realize the starting quality was on Fantastic setting, so
i run the stage and expanded the inspector view to be Quality settings:
-the quality was automatically changed by this script correctly, per CPU and GPU
load needs, during the game play, with no loss in performance, and it was going
from Fantastic to Good, but not lower, which in such huge scene as this is a bloody
awesome achievement for any utility, and all you need to do is to drop the script to
any empty game object in the scene, and hit play.
-I also much appreciate direct support email listed on the asset page :)
-All done right here, guys, so, for my opinion - i highly recommend it.
Can't wait to see what's next from these guys, sure it will be awesome.
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3
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T
One Problem
10 years ago
TheBonfaaaa이전 버전 2.03
after the upgrade, it crush on Android and does not increase the quality in case of a higher frame rate.
For the rest is perfect
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퍼블리셔 답변:
10 years ago에 답변됨
I write just to confirm that current version is working well on Android. If you would have any issues, please mail me at kris@krej.net , I'll be glad to help
J
Awesome!
10 years ago
JohnGeldern이전 버전 1.0
This package is ideally suited for my game. Many thanks to the author.
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no change in the my scene fps remain the same in a few words this script lowers and raises the quality alternated at video resolutions step and go from fast / beatiful / fantastic unfortunately the changes are noticed in the scene, and there are shots and slowdowns caused by script because of changes in quality I hope for an improvement
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퍼블리셔 답변:
10 years ago에 답변됨
Could you contact me via e-mail to discuss your case? I have been using it in multiple projects myself, and what you write makes very little sense for me unless you have done something strange with configuration. Especially this package would never raise quality if there would be any issues with fps. Thanks.
I believe that this asset along with its developer will be one of your loyal companions during your journey to make your game. The developer supported me a lot even with off-topic questions.
Its extremely easy to use, just put the script on one gameObject of your scene, preferably the camera as he says.
Have in mind that performance in a game is a huge sector, so don't expect an asset to magically skyhigh a game built facing opposite of performance but i can guarantee that it will make its best to keep the fps limit where you set it. It sure is worth its money.
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