No other data than keeping the “show FPS” in the editor turned on. I have set a various testing spots in my maps where I can test performances under different settings, under same conditions.
In those spots I could see an increase of 8 to 12 frames depending on the spot, with the bubblegum solutions I did.
I want to aim mid specs computers so I want to keep the costs down even if I dont have AAA- graphics :).
Its not actually thaaat early stage. Polishing needed and plenty of stuff still missing, but Ive mostly been creating content and left basic stuff like this to the later stages, but now I realized I gotta figure these out soon before I set everything on stone…
I am not going completely old school though, I want to have a mix of both worlds. The paper book looks static in pictures, but moves like an normal first person rpg. When you hit an enemy with critical hit, blood splashes “out” of the screen on the book pages, all the texts are “written” on the pages with slide fading effect and sounds, moving to new chapter makes the pages of the book turn, and the avater I still am applying is a semi interactive mesh too which displays status instead of HP bars etc. Its a big UI but still has dynamically changing elements in it.