Realtek pcie gbe family controller driver windows 7 dell 660s. NeoFur Plugin for Unreal Engine 4 Dear customers/fans/friends, we have an important and exciting update: The Neoglyphic team is moving on to a new, cool adventure! Our new path allows us to push forward with our passion for building great technology and experiences. We will be going through a transition over the coming months and hope to share more details after that time. Windows server 2003 standard with sp2 iso download. In the meantime, we will not be selling new NeoFur licenses. Ue4 Neofur Download Torrent License RequirementsPlease see our website for more details: To existing NeoFur customers: your licenses are still valid and you should have received an email from us – if you didn’t please contact us at. It has been a wonderful journey building worlds, stories, art, music and technology for you all – thank you for your support! As much as i love all the examples in demo and visually its no brainer to buy, i am indie dev and since 100 bucks isnt that little money what worries me is performance. All i would like to do is to bulk together 10 of assets in scene render them out and run console stats for VRAM/triangle/d call consumption to really make sure it is usuable in game space. What i am trying to say is that perhaps there are more people like me woried about performance and would love to just get few day of trial version on it to just test performance. Or if not that if you guys could post some rendering FPS/d call stats of multiple rendered meshes with fur applied so that we can get the idea. I did check demo scene, but what i am more interested in is the FPS drop or draw call size per material/mesh becouse the performance on single rendered fur asset isnt going to be problem, its where the numbers kick in i would like to know how much can it scale upwards. If devs cant do it i would really appretiate if some purchaser of plugin could post it. The mention of 'Patent pending' on your website is very concerning. This is a technique that has been done before in many games, something I and others I know have used, before ever seeing this, so I'm not sure how you can patent this technique (or any artistic technique for that matter). I'm hoping that this is solely a patent for selling this exact implementation of a cross section fur system on the Unreal marketplace, and not a patent for any type of cross sectioned use (as if it is your own invention/software rather than a widespread artistic technique). As much as i love all the examples in demo and visually its no brainer to buy, i am indie dev and since 100 bucks isnt that little money what worries me is performance. All i would like to do is to bulk together 10 of assets in scene render them out and run console stats for VRAM/triangle/d call consumption to really make sure it is usuable in game space. What i am trying to say is that perhaps there are more people like me woried about performance and would love to just get few day of trial version on it to just test performance.
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