У нас вы можете посмотреть бесплатно Jorgumandr - Park Studio Square Challenge Entry in Beta 1.0 или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
DISCLAIMER: This video was recorded in a dev build from Park Studio Beta 1.0, things may look broken, unfinished or unrealistic. This is Jorgumandr, an Intamin Multi-Launch Coaster that I worked on for Airtime's "Square Challenge" in Park Studio Alpha 0.1, the challenge was to build a full coaster in a very small square area, this was my second attempt, an attempt I've taken a little too seriously... This coaster was hand-built and custom supported in Park Studio 0.1, at a time when unlocked tangents weren't a thing and the game still suffered from performance issues... After the end of the challenge I've decided to go back to that save and add things with the upgrades of Beta 1.0. I've recorded this video only to showcase the graphical capabilities of Park Studio in Beta 1.0, I'm still actively working on the graphics to balance quality and performance, a few things are broken in this video, namely shadows that I forgot to up in resolution, and some materials that I haven't upgraded to fit with the new physically based lighting. I also forgot to set some commands at the start of the video, if anyone is wondering it's just commands that hide the debug text, and a command to set the game's internal resolution percentage for performance. For technical details, Park Studio has been upgraded to Unreal Engine 5.5, I am now using MegaLights, which allows me to have much more lights than before without worrying about performance. MegaLights uses Ray Traced shadows by default, which in my opinion look better, even though they trace against the Nanite fallback mesh. I am also using Nanite Tesselation for every Architecture object, this allows me to have extremely high detail on very very low poly meshes, and thanks to the 5.5 upgrades, I can now control tesselation much better and get better performance out of it. In the near future I will convert many more objects to use Nanite Tesselation, especially rocks, this will drastically reduce the disk size of the rocks but also allow you to run the game better if you disable "Displacement" in your settings, the rocks will also be more versatile since they'll use a different material that will stay uniform no matter how you scale it. There is also a new time and weather system that I've recently purchased and implemented called SkyCreator, it is much better than the previously used Ultra Dynamic Sky, although it's features are much more bare bones meaning I'm gonna have to rewrite a lot of the systems that were handled by UDS such as time and weather progression.