SakeTami
dna
dna

patreon


BFP v0.6.4 changelog

Comments

Somewhat intended (same is possible with the hold down actions, where body slams are randomly performed during the wait, and for the kneeling actions too). I probably need to reduce the arousal damage slightly. The cpu also takes advantage of this to a point (but the waiting time is limited to a maximum of 2.5s in their case iirc).

Andrei D

I know the game isn't in a balancing phase at the moment but one thing I quickly realized is that if you are currently performing a sexual move on the opponent you can just wait out the timer to pick the next move and you will do massive amounts of orgasm damage.

Wanderer

Hmm.. I am running it on a 4090, as it's the only card I have. I don't have another machine. I did however successfully run it on a Pixel tablet (which I also use for development when I'm away) and on a laptop with an Intel card that I had a chance to test on, and it seemed to run pretty decently. Even my phone (a Pixel 9 Pro, which is a very non gamer device) manages around 35-40fps. The tablet manages around 30fps. Both run with less effects than the desktop version however, so that might help (see below). The laptop I'm not sure, but it was pretty smooth. However you are right, that wardrobe update moment was actually when I significantly increased the number of polygons on the bodies to basically 3-4x the initial number, so I can imagine it makes an impact. The initial bodies were pretty low res, and frankly looked bad. I also added higher resolution and full screen support., which ends up probably pushing more pixels around. (The game also runs by default with v-sync turned on, but I'm not sure if that presents an issue (you can try various max fps under Options to see if it makes a difference, but I doubt it)) Re: improving memory usage and performance - the only way I might be able to do that is to allow certain effects to be turned off under options. It's on my list, but I never managed to get around to do it. I have done some optimizations in the past, removing polygons that aren't seen, fully removing even hidden objects at runtime, and such, but at this point it's probably just turning off effects that's left. I don't have any control over the engine (the game uses Godot) and how it chooses to manage memory and graphics. However I've seen it running a lot bigger and more complex projects than mine, so it should be pretty optimized in that sense. Other than that, I don't do any memory management or similar from code - this is handled exclusively under the hood by the engine. I guess what you can try is run the game with the mobile option turned on, as that should turn off some of the heavier stuff. Run it from the command line with: BFP.exe --rendering-method mobile Please let me know how it goes.

Andrei D

Hey, curious about your dev setup - what GPU do you use for testing? I've noticed a significant performance shift since the wardrobe update (around when underwear models changed). For context, tested on a 1660 6gb and a 3070 ti 8gb, it used to run at 60fps on 80% usage on a 1660, now to get the same fps I need my 3070 ti. maybe dedicating one update to improve memory usage and performance so more people can run and support you?

gustavo barros


More Creators