Hopefully someone with a VR headset will check out the new interior mode and let me know how that works. I believe that was one of the main drivers for it, as requested by @FadedKamui.
ALPHA 0 Patch 10a:
Interior bridge piloting is now available for both Conns.
You can now use the view toggle (middle mouse click or the right special on the gamepad) to switch between several camera views - including 2 interior.
The test scan view has been turned off to be replaced with the coming soon message.
This is the final Unreal Engine build for Smugglers. Due to unexpected circumstances, the project will be undergoing a fairly intense review of all art assets and then a port to another engine.
The interior piloting views should support a VR headset! Give it a shot, let us know.
This build has some pretty mammoth bugs. Still working on the texture streaming, level streaming, walking around on planets, and streaming in a planet map to run around.
Planned for the next patch: well - a lot. Stay tuned, it’s going to be a ride.
Some UV work is still required to fix a few minor glitches, and of course I haven’t learned how to use the rigged engines yet, but at least the rigging seems to have imported properly.
These ships are now completely vertex shader based now, and the entire ship uses a single material now making it as efficient as it was under UE4. The vertex based shader should give us a lot of flexibility for player customization.
Up next are the final pieces, and then I’ll probably save the greeble material for a later revist. After the ship is done, it’s going to be time to start working on planets.
Alpha testers just got sent links to the very first version with all the raytracing and texture features cranked all the way up and animated ship and station.
A pretty solid test for the “deluxe” edition footprint.
Performance reports so far: @MiguelB: 144 FPS in Linux/Windows with an RTX 3060 @JustJess: 12 FPS in Linux with an Intel HD 650 @stenpett: 120 FPS in Linux with 1650 TI @stenpett: 60 FPS on Steamdeck @SnakeEyes319: 158 FPS in Windows with an RTX 3080 TI @SnakeEyes319 : 60 FPS in Windows with an RTX 2070 @Mytho: 60 FPS in Windows with a 1050 TI @edallical: 144 FPS in Windows with Radeon 6700XT
This shot on Godot I think stacks up pretty well to how it looked on UE4. We’re still some placeholder art pieces, but the models, shaders, and textures are coming along nicely!
We’ve now got an “alpha ready” Spectre. It’s not perfect and it’s not “done”, but it’s good enough to put in the game for players.
Time to move on to the interior of the station!
As always, the ship is vertex color based so the players can adjust the color of the armor, the hull, the wings, the engines, the contrast pieces, all that. Initially it will be available with just one engine configuration (not several, like the Toro) but that may change later. It does have some neat stuff like a big rear loading bay and configurable mission-specific pylons.
This new test build includes a new much higher res HDRI backdrop, SDFGI, and the new Godot 4 RC 6 as well as a ship that can be piloted around to see how the lighting and scene looks from more angles.
And now with the planet coming along, as well as the camera controls.
Early indications are that we’re still doing fine on FPS on Steam Deck and 1650ti, waiting for more results.