Threat Interactive
Threat Interactive
  • Видео 4
  • Просмотров 514 168
Epic's Unreal Optimization Disaster | Why Nanite Tanks Performance!
In this video, we dive into how Unreal Engine 5's Nanite technology is dragging down your game's performance and debunk misleading claims made to convince you it’s superior to traditional rendering.
This is a crucial topic for both gamers and developers and we offer a unique insight that aims to change how you understand mesh rendering and potential we could be exploiting in 9th generation hardware.
Thank you!
Our Website: threatinteractive.wordpress.com
Chapters:
Intro & Current Research: 0:00
Debunking Nanite Poly Myth: 0:33
Why is Nanite Slower?: 1:49
LODs & Topology Performance: 3:24
Temporal Aliasing & Performance Connection: 4:06
Nanite vs Traditional Quad Cost Per Pixel: 4:28
The Downward P...
Просмотров: 171 454

Видео

Optimized Photorealism That Puts Modern Graphics to Shame: NFS 2015
Просмотров 269 тыс.2 месяца назад
Are you looking into game development or AAA optimization? After watching this full frame analysis on Need For Speed (2015), you will learn 8 different lessons pertaining to progressive motion clarity accessibility and optimization thought processes that you'll be able to implement in your workflows immediately . Are you a gamer or graphics enthusiast? Sit back and witness how a photorealistic ...
This Should be Standard Optimization...(Runs on PS4!)
Просмотров 21 тыс.2 месяца назад
While we continue to produce our game title, our studio founder will be presenting in-depth documentation videos to bring awareness to most optimized photorealistic techniques we believe the industry should lean more heavily on. We will remind gamers of what optimized technology they are missing out on and should be receiving in 9th gen gaming. Drop us a 👍's up & subscribe for unique graphic re...
Fake Optimization in Modern Graphics (And How We Hope To Save It)
Просмотров 55 тыс.3 месяца назад
threatinteractive.wordpress.com We are a new indie game studio working on a new IP but a couple years ago we discovered a huge narrative behind optimization that was not only destructive to realism and motion, but also false. This false narrative is being abused more than ever by industry leaders. We want to change the direction the industry is heading so that sufficient hardware is not buried ...

Комментарии

  • @evanyang1969
    @evanyang1969 7 часов назад

    frostbite engine is my favorite when it comes to realistic style graphics

  • @emporioalnino4670
    @emporioalnino4670 12 часов назад

    you look like Sara from Prison Break lmfao

  • @Gorgonzeye
    @Gorgonzeye День назад

    I didn't know how TAA worked and its literally been the bane of every time I've tried to develop post process shaders. Thank you. Also, for a moment I thought you were a meta human + magical settings Epic didn't tell me.

  • @gumdev1
    @gumdev1 День назад

    the finals, despite what it's done to mitigate some of Unreal's problems, also does not seem to allow the player to run native resolution, the only options are TAAU, or the myriad of AI upscalers (nvidia dlss, amd fsr, intel xess, etc.) and the finals also has a strange problem with blurriness and fuzziness that i wished was addressed, because it's a stunning game held back by strange visual clarity problems. that and the CPU heaviness of the game is clearly not just from the destruction.

  • @SWOgottaGO
    @SWOgottaGO День назад

    My guy is on a mission and I love it.

  • @antekmartin8897
    @antekmartin8897 День назад

    My problem with screen-space effect is the artefact they all share, idk if its because im working a lot with pathtracer and my eye got trained to see real global illumination, shadow, reflection and ambient occlusion. But the fact that all of the effects disappear on the edge of my screen, edge of my character on third person games and worst of them all screen space reflections completely fading when the object goes out of the "screen-space" triggers me so much that i am willing loosing 30 fps enabling ray-tracing rather than seeing those artefacts, I know they are very cheap to render, but i just can't stand them.

  • @A1GA56N
    @A1GA56N День назад

    is there really 300k game developers watching this?

  • @animationmann6612
    @animationmann6612 2 дня назад

    Hey i love the Analysis you done on NFS frame by frame and tried to explain it keep up.

  • @弘睿甫
    @弘睿甫 2 дня назад

    finally someone with expertise who knows what they're talking about

  • @ThickDickDaddy0923
    @ThickDickDaddy0923 2 дня назад

    its amazing how they made it look better than most games released almost 10 years later all thanks to the color grading

  • @Skoomar-sg7ej
    @Skoomar-sg7ej 2 дня назад

    When I took a class in game development, all of my peers jumped on the nanite hype train due to the time it saved with apparently no downside. I initially took that at face value. I decided to port my private UE4 game project to UE5. And I immediately noticed that somehow an empty default settings EU5 project was running significantly worse than my EU4 project with my assets. I wasn't even looking at the performance stats initially, I just felt the performance dip. I stopped the conversion and stuck with EU4 for my personal project. And as you can imagine the nanite-loving class project ran like a slug. Although, I was never educated on why EU5 was running so slowly. Thanks to your channel, I'm finally getting a deeper understanding. My question is, do you plan make videos that are high-concept tutorials on how to program engine-level optimizations like Vercidium's channel? I may want to try my hand at engine-development, and videos like that really help as a learning resource.

  • @alias7goldenletters
    @alias7goldenletters 2 дня назад

    old games run native textures and native res, i prefer playing them, im not even old, im young, yet i hate the idea that there will be no natively running games in the future, its all fake and it doesnt even looks good.

  • @Killmaster7
    @Killmaster7 2 дня назад

    Great video, my only suggestion is upgrade your microphone! Otherwise everything else is AAA quality.

  • @Hoichael
    @Hoichael 3 дня назад

    excellent video on an important topic. thank you!

  • @diablosv36
    @diablosv36 3 дня назад

    Graphics have peaked since PS4 generation, now all i see is comparisons made with a lot of zooming in and making judgments of what looks more "realistic". Unfortunately the biggest difference I see now is just worse performance.

  • @cloudshifter
    @cloudshifter 3 дня назад

    The reason why big companies don't optimize their graphics is 'cause they are in cahoots with the companies that sell the expensive graphics cards. They create an artificial problem so the other company can swoop in and offer you a graphics card.

  • @alexandertetyukhin1737
    @alexandertetyukhin1737 3 дня назад

    Can you make a video comparing all 9 generations of graphics?

  • @CYGAN19911
    @CYGAN19911 4 дня назад

    i am actually playing this game its one of the best nfs pitty only night but graph with reshade filtrers creazy

  • @alexandertetyukhin1737
    @alexandertetyukhin1737 4 дня назад

    Does Nanite reduce the storage space of a game since you don't need to store LODs?

    • @ThreatInteractive
      @ThreatInteractive 4 дня назад

      @@alexandertetyukhin1737 It's a bit more complicated than that. Nanite is a mesh compression system but you also need to have extremely dense meshes for cluster culling to give Epic's recommended performance. We are talking density so high, that the compressed mesh is almost x2 the size of an optimized LOD set.

    • @alexandertetyukhin1737
      @alexandertetyukhin1737 3 дня назад

      @@ThreatInteractive thanks!

  • @hyperlyggera
    @hyperlyggera 4 дня назад

    It is insane to really "see" what's going on every frame of the game. Those calculations every so little time is insane ! Thank you for that work of yours ! It was really well explained

  • @ABYTE64
    @ABYTE64 4 дня назад

    I miss the MSAA

    • @randir14
      @randir14 2 дня назад

      Do you also miss the huge fps hit it caused?

    • @ABYTE64
      @ABYTE64 2 дня назад

      @@randir14 it was not that bas with MSAA x2 or MSAA x4 but it just offered so m better quality when compared to TAA

  • @lazydude5681
    @lazydude5681 4 дня назад

    Isn't the whole purpose of Nanite speeding up development pipeline instead of just provide high LOD meshes with decent performance? I think in that case they're on spot, but yeah definitely virtual meshes is a waste of resource as of now at least

  • @nand3kudasai
    @nand3kudasai 4 дня назад

    Im a gamedev using ue5, this video is quite interesting. I wouldn't call devs lazy though. I tink the business part of gamedev creates certain dynamics and pressures. But also as you've marked engine companies have different motivations and values taa differently.

  • @nand3kudasai
    @nand3kudasai 4 дня назад

    Thanks for not adding music or sfx that distracts.

  • @nand3kudasai
    @nand3kudasai 4 дня назад

    8:06 that happens in all soft industry, and i dare to guess in all industries.

  • @ABYTE64
    @ABYTE64 4 дня назад

    wow, that was informative

  • @chasebaker5115
    @chasebaker5115 5 дней назад

    Man I thought I was going crazy with how often I've found light reflections acting so weird. This helps explain it.

  • @invertexyz
    @invertexyz 5 дней назад

    Another part of the issue may be that Nanite wasn't designed exclusively around the Mesh Shaders system on the newer generations of GPUs. They use general compute to be able to support older hardware and the system is designed with having to do it that way in mind. They do have a fast-path using Mesh Shaders for polygons larger than a pixel, but it sounds like it's kind of just throw in there for a little extra performance boost instead of it being an entirely separate path for the whole system to run through.

  • @melody3741
    @melody3741 5 дней назад

    Part of this is massive but you are glossing over it. As a gamer you HAVE to stop demanding perfect release dates every year. They need time and they may need time more than originally promised and that is FINE.

  • @user-bg4wk6nh3b
    @user-bg4wk6nh3b 5 дней назад

    These are good videos, but your angry & accusatory tone is going to overshadow the content. If you act like you are letting people in on a secret you’ll have move success.

  • @masterck2421
    @masterck2421 5 дней назад

    Arkham Knight of the NFS series.

  • @lLenn2
    @lLenn2 5 дней назад

    Good thing you run your own company, because if anybody else would see this they'd immediately reject your application, lmao. I read the forum posts and you're nothing more than an adult cry baby.

  • @unrealengine5-storm713
    @unrealengine5-storm713 6 дней назад

    As someone whos worked in UE for 5 years now, the engine out of the box is BLOATED. If you want to make any sizeable release, you often need to rework source code to get it where you want it and bypass a lot of useless code you dont need

  • @testplmnb
    @testplmnb 6 дней назад

    Dude be like - when you want to be a paris model, but end up software engineer lol

  • @testplmnb
    @testplmnb 6 дней назад

    2015 need for speed? Typical +100000000000000000000000% WAAAAAAATER (BASED ON ENB)

  • @815TypeSirius
    @815TypeSirius 6 дней назад

    Its a racket of colluding scammers.

  • @815TypeSirius
    @815TypeSirius 6 дней назад

    This is all true. We getting scammed by scammers.

  • @kevinjay8051
    @kevinjay8051 6 дней назад

    i have no idea what he said, but this kid knows his shit. watched the whole thing, go off brotha

  • @Th3KingDedede
    @Th3KingDedede 7 дней назад

    so nanite is only better for lazy devs and optimising to the pixel is better. I personally that's the tradeoff here. nanite is better than nothing

  • @EmilKlingberg
    @EmilKlingberg 7 дней назад

    I like your assessment of the issue but I think the business section needs some more thought. The goal is to get a game out with the targeted visual quality and style while still having it run at a targeted framerate on the targeted system spec for the lowest cost possible. Epic's goal is to provide tools that appeals to as broad of a market as possible. This means providing maximally easy to use solutions that get the least competent user a solution in the fastest possible time. It saves the developer time and money. So it becomes the default solution, Epic then optimizes their development force to focus on the solutions that help the majority. Advancements in visual fidelity and optimization tech has rarely reduced gpu workload. Most often it adds a good chunk visually, then attempts to bring the added cost back in line with current standards + some percentages as gpus continually improve. If we really were being "Anal" about optimization, we would be writing all our games in assembly etc.

  • @robertrenbris2334
    @robertrenbris2334 7 дней назад

    Could this be an issue with current hardware not being optimized for nanites? Perhaps future generations of hardware will have better performance with nanites?

    • @ThreatInteractive
      @ThreatInteractive 7 дней назад

      You're having an extremely common take on the situation: "future hardware will make this better" We are not targeting future hardware. We are targeting base 9th gen consoles which we KNOW can deliver far better results (and we're talking reasonable potential). If we have such a massive waste on this generation, the waste is only going to trickle down to future hardware for the potential that can offer.

    • @robertrenbris2334
      @robertrenbris2334 4 дня назад

      ​@@ThreatInteractive I am not talking about just the increased performance of future hardware. Perhaps hardware could be arranged differently in the future to take nanites into account. Because clearly nanite has other benefits in terms of mesh creation, that makes it appealing to the industry. For example, if the overdraw with quads are making nanites slow, perhaps that could be changed into something else.

  • @yumi.8484
    @yumi.8484 7 дней назад

    why does your facecam look like an ai is moving it lol

  • @ДмитрийФролов-э3ю
    @ДмитрийФролов-э3ю 7 дней назад

    So that's why i upgrade my laptop but still can play only the same games as before even though new ones look yhe same (looking at you helldivers, dropping from 60fps to 21 in the same scene)

  • @morganmcmillin2735
    @morganmcmillin2735 8 дней назад

    "Epic has no experience with realistic games." What about Gears of War?

    • @ThreatInteractive
      @ThreatInteractive 8 дней назад

      *They didn't make that game,* Collation did. And they had to make serious engine changes that no versions of the engines includes.

  • @exxec
    @exxec 8 дней назад

    Great Video, I noticed this low quality and low performance on a lot of titles recently, but it is surprising that this might be a systematic issue caused by Unreals handling of TAA. Also, I don't know if you fixed this already, but your mic is clipping really badly and it makes it a bit unpleasant to listen.

  • @franesustic988
    @franesustic988 8 дней назад

    Soo, anyone informed please answer: How to get rid of shimmer without TAA??

  • @Armabelico
    @Armabelico 9 дней назад

    Hello, amazing work! thanks! Can you do this for Starcitizen? I'm very curious about their optimisation on rendering method. They're currently switching to vulkan and doing a partial implementation on GI and upscalers, it should be funny cause it is "still under construction" underneath. Ty again. Cheers!

  • @OutrageousPudding
    @OutrageousPudding 9 дней назад

    Haven't trusted digital foundries when they threw a hissy fit over Hogwarts Legacy. A game I have no interest in but shows bad character on their part.

  • @Viscte
    @Viscte 9 дней назад

    Let me get this straight. Lods run better but have popping, nanite helps with performance but not compared to lods. Wasnt the sell point that nanite helps people from needing to optimize very hi-res assets so this speeds up workflow? I just don't get what's wrong with making hi-res assets available for real-time. Perhaps it's wrong to suggest you should apply nanite to regular game size assets over a LoD system but that hardly makes this some kind of "optimization disaster." You're definitely over-stating that nearly on the same level they are by saying to apply nanite to every single model. Your discussion is well warranted without the bitterness and anger for who knows why.

  • @_--____--______--___
    @_--____--______--___ 9 дней назад

    Chromatic abberation is one of the first and usually only things I turn off in my games (if they allow it) because it looks awful. Some games need motion blur to hide how choppy it looks otherwise, so it's always a gamble disabling that setting.