One of the challenges with Lumen is the handling of emissive lighting; the light cubes in Desordre are now excluded from Lumen's calculations. These cubes produce light that flickers excessively, making the overall rendering unstable. If Epic Games improves this feature in the future, the light cubes will, of course, be supported by Lumen again. However, the primary goal is to achieve stable lighting.
The 'Ultra' lighting setting denoises the light more intensively, but it also demands higher performance resources.
I've also enhanced the range of ray tracing, which is particularly evident in the second chapter, covering rooms 11 to 16. Previously, the radius was too limited, causing some elements to be overlooked. To achieve extended lighting range, the lighting setting must be set to "Ultra."
Improvements have been implemented in the RTXDI system. Previously, enabling RTXDI resulted in an exaggerated representation of fog within the level. This issue has now been corrected.
The frame generation for DLSS 3 has been updated and now utilizes version 1.0.7.
I've also experimented with a fully ray-traced version based on Nvidia's ReSTIR GI + ReSTIR DI. The rendering looks promising, although there are some issues, including a significant amount of noise that is already partly present with the current RTX DI. Depending on the improvements made by DLSS 3.5 in Unreal Engine, i may release a path-tracing version of the game, although this is not yet confirmed.
Stay tuned.
Version 1.2.6
Fix for a significant issue following the engine update where the activation buttons had disappeared for an unknown reason; they are now back and no longer hinder progress. Sorry for the inconvenience.
Version 1.2.5
Nvidia DLSS 3 : Changes to some values of frame generation to make it more stable.
Version 1.2.4
Transition from version 5.2.0 to version 5.2.1 of Unreal.
Correction of the volumetric fog with the RTXDI which was incorrect. Update of the frame generation/streamline plugin (DLSS3). Update of Intel's XeSS to the latest version.
Version 1.2.3
Frame generation (DLSS3) is disabled in the pause menu and the main menu, this is to avoid rendering issues.
The DLSS and the RTXDI are now activated with a slight delay of 2 seconds to avoid overloading all the operations that the game performs when it launches.
Version 1.2.2
Fix for an issue with zoom when falling into the water, it resets immediately upon re-emerging.
The activation/deactivation of the slow motion is more "smooth" now, less abrupt than before.
"Desordre" Now Available at an Extraordinary 25% Discount All Week
We are thrilled to announce a special promotion for my game, "Desordre". Starting today and running all week long, "Desordre" is available at an unprecedented 25% discount!
The teleportation range of portals has been reduced, the portal will only teleport you if you are very close.
In the air, the air control is now much more flexible.
When you restart or fall into the water with sprint in toggle mode, the character starts walking again and you had to press twice for it to work again, this issue has been resolved.
Switching to Unreal 5.2 with DLSS 3 & RTXDI: An Epic Graphics Upgrade
Hello, DESORDRE Community!
I'm happy to present to you the latest update for DESORDRE - version 1.2.0. This new version is packed with exciting enhancements designed to elevate your gaming experience. Let's dive in and see what's new!
Unreal 5.2, Lumen, Performance, Shader
I'm excited to announce that I have upgraded DESORDRE from Unreal 5.1 to Unreal 5.2, introducing new graphical enhancements and features for a superior gaming experience.
In my constant pursuit of optimization, I've added "Lumen Performance" and "Lumen Fidelity" parameters. Lumen Performance is engineered to maintain high frame rates, whereas Lumen Fidelity seeks to provide greater precision and more detailed rendering, albeit at a higher rendering cost.
One significant change you'll note is in the shader compilation process. Previously, shader compilation initiated on game startup, which led some players to believe there were bugs in the game. I've taken your feedback into account and overhauled this process. Now, shader compilation will occur post-introductory credits during your first game launch after the update. You'll be able to see the progress of this in real-time, helping eliminate any potential confusion.
DLSS 3 Now Integrated in DESORDRE for RTX 4000 Series Users
I'm thrilled to announce a significant update that I've implemented with the assistance of Nvidia the integration of DLSS 3 into DESORDRE. This enhancement aims to significantly boost the frame rates for all users with a GeForce RTX 4000 series GPU.
You'll find this new feature under the name "Frame Generation" in the game's graphics settings. This feature leverages the power of your RTX 4000 series GPUs to give you smoother gameplay with impressive visual fidelity.
With Nvidia's advanced DLSS 3.0 technology, you can expect an impressive increase in frame rates, leading to smoother gameplay, which further enhances your DESORDRE experience.
I want to assure all RTX 2000 and 3000 series users - the DLSS technology for upscaling is still firmly integrated into DESORDRE and will remain so. Despite the latest enhancements targeting the new RTX 4000 series, I remain committed to ensuring that players using previous generation GPUs continue to enjoy improved gameplay and visual performance. Your continued seamless and visually stunning DESORDRE experience is my utmost priority.
As always, your feedback is invaluable, so please feel free to share your experiences with this new feature.
Nvidia RTXDI
I'm excited to share another key feature of this update: the integration of RTXDI (Direct Illumination) into DESORDRE. This advanced technology from Nvidia allows each light source in the game to cast ray-traced shadows, adding a profound layer of depth and visual realism.
With the implementation of RTXDI, every glimmer of light and shadow in the world of DESORDRE is now more accurately represented. This brings about richer contrasts, pronounced depth, and an overall more immersive gaming experience. The shadows beneath objects, the lighting of open spaces, and minute details will stand out more vividly.
Furthermore, thanks to the recently implemented DLSS 3.0 technology, these stunning visual improvements come without sacrificing game performance. Even with the intricate shadows and lighting effects from ray tracing, frame rates remain impressively high for a smooth gaming experience.
Nvidia Shader Execution Reordering
I'm pleased to announce that DESORDRE now incorporates NVIDIA's Shader Execution Reordering (SER) for players using RTX 4000 series GPUs and daring to push their systems with the "Let My PC Burn" setting. In hardware mode, SER will provide a noticeable boost to the speed of rendering reflections, enhancing performance by a few percentage points. This improvement means a smoother and more responsive gaming experience without significantly altering the overall look of the game.
XeSS & FSR Update
For those of you playing on Intel or AMD graphics cards, rest assured, you are not forgotten. I'm delighted to announce updates to both XESS and FSR, the upscaling technologies implemented in DESORDRE. These updates are designed to optimize game performance and enhance the visual experience. No matter your hardware, these improvements mean you can continue to enjoy a seamless and visually enriched gameplay experience in DESORDRE. Enjoy these enhancements, and thank you for your continued support of the game.
What's Next on the Horizon?
Looking ahead, I'm excited to share some of the developments in store for DESORDRE and beyond. The game will be updated with the soon-to-be-released Unreal Engine 5.3, expected later this year, further enhancing and refining your gaming experience. Moreover, I'm currently developing a brand new game in an entirely different genre, offering a fresh and distinct gaming journey. So, make sure to stay connected and keep an eye on future updates. I'm thrilled to continue pushing boundaries in gaming with you. Thanks for your ongoing support and being a part of this exciting adventure!
Version 1.0.17
Fixed an issue where when two portals were one above the other and a cube passed through both, it would eject the cube and its speed would become limitless.