- Видео 6
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Threat Interactive
Добавлен 15 ноя 2023
Official RUclips Channel of The New Indie Game Studio: Threat Interactive
Website: threatinteractive.wordpress.com/
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Website: threatinteractive.wordpress.com/
Twitter: x.com/ThreatInteract
Reddit: new.reddit.com/user/ThreatInteractive
Official Threat Interactive Discord: discord.gg/7ZdvFxFTba
Email: threatinteractive@gmail.com
*Any sponsors should contact our email*
The Price of Realism? | SH2R Optimization From The GPU Perspective
In this video, we dive into how Unreal Engine 5 Nanite technology continues to drag down your game's performance In Silent Hill 2 Remake. Debunk misleading claims made in the community regarding performance and offer clear insight on what could have been improved.
Are you a game developer looking to make your game more performant? After watching this full frame analysis on Silent Hill 2 Remake you will learn discover a real game scenario regarding the viability of overly pushed engine technology and abusive uses of temporal AA/SS.
Are you a gamer or graphics enthusiast? Witness what actually kills performance and where the developers need to improve on in the next update of the game. Draw...
Are you a game developer looking to make your game more performant? After watching this full frame analysis on Silent Hill 2 Remake you will learn discover a real game scenario regarding the viability of overly pushed engine technology and abusive uses of temporal AA/SS.
Are you a gamer or graphics enthusiast? Witness what actually kills performance and where the developers need to improve on in the next update of the game. Draw...
Просмотров: 123 284
Видео
When Botched GPU Optimization is Eclipsed By CPU issues: Jedi Survivor Full Frame Analysis
Просмотров 85 тыс.Месяц назад
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/ThreatInteractive . You’ll also get 20% off an annual premium subscription. Are you a game developer looking to make your game more performant? After watching this full frame analysis on Star Wars: Jedi Survivor, you will learn about several topics such as bloated portions that could exist in your UE4 pipeline...
Epic's Unreal Optimization Disaster | Why Nanite Tanks Performance!
Просмотров 240 тыс.3 месяца назад
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 hard...
Optimized Photorealism That Puts Modern Graphics to Shame: NFS 2015
Просмотров 358 тыс.3 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 34 тыс.4 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 94 тыс.5 месяцев назад
threatinteractive.wordpress.com 🚨 Official Threat Interactive Discord 🚨 discord.gg/7ZdvFxFTba 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 ...
Meanwhile Kingdom Come Deliverance 2 and Cryengine is trotting along as usual, not needing the best visuals, they just need to make a immersive and fun game that performs well enough to not draw criticism to the developer's skills.
They need someone like you at Sony and Microsoft optimising every game and sending the feedback to devs. Thanks for the interesting video!
and people would call me crazy and bitching at nothing when I was complaining when games started using TAA years ago , I am in no ways a graphics engineer , just a guy who has played pc games since 2000 , I just could never get used to or stand TAA and would always switch it off and play with no AA or use super sampling when my hardware could handle it , up until games started looking horrible without TAA even with 200% SS , games just look bad now. We pay so much for hardware that is extremely powerful now and games still look and run like dog shit. It's really bad that I can't get a decent 1080p (as far as 1080p goes ) image with a 3080 when 10 years ago you could get a decent image without artifacts on a gtx 960
just play with a little lower resolution and to make the game pixels more clear make the screen the same resolution in the game and choose the best anti alising with lowest quality and higher refresh rate and you will be ok believe me the quality looks the same as high because the engine it self or the textures are high quality in the first place this is what i'm doing and i'm very happy with that although i have 1050 ti most game works fine with me not gonna lie the very modrest games i don't play becuase they won't work fine i need better gpu but online games even working very well and that is it
Great video. I would recommend having the script closer to the camera, so it doesn't look like you are looking down while reading. Other than that, thanks for the info :)
this is the price of reality. most of the people on the silent hill 2 forums claim theres no performance issues and it runs 'fine' but im very 100% they don't know the concept of stutter nor what a frame is for that fact. with that in mind no wonder the game is still terribly unoptimized 1 MONTH later. theres not enough demand for bloober to make an update unless we get lucky.
Meanwhile, I can't even browse the main menu in Rainbow 6 Siege on my PS4 slim (with SSD upgrade)
(face palm)
You were right, this really is one of the most important videos about modern game engines. Thanks for putting our feelings into words. I hope you go far. What a colossal tragedy that the vid has this low views...
I think a Stalker 2 video would be nice, seems like a bit of a mess.. Having shader compilation happening every, single, launch.
Games don't look as good as this anymore and this is due to art direction alone, Arkham Knight did the same thing and sure it was an unplayable mess on PC then, but now it's one of the best ports out there.
Do an analysis video on Stalker 2!
Thank you so much for this series. QQ what software are you using to visualize the triangles overdraw? Like a blue-green heat-map. Also how do you change rendering pipeline for proprietary games? I see a console you’re using but wondering what software is that. Thank you
I remember my car falling through the road that didn’t load because game has been run from HDD
I really miss when Epic actually cared about Unreal Engine, mainly from the pre-fortnite era, because back then they'd use Unreal Tournament and Gears of War as testbeds for their engine which helped a lot with innovation while also making sure the new features they were adding were optimised and tailored towards games and film being more of a secondary focus. I still however think that UE5 has a lot of redeeming factors that still make it viable and it's great that your goal is to improve the engine and not mindlessly slander it and call for everyone to stop using it or anything. I care about this amazing engine and I have for many years and so desperately want it to improve and be better. I do however think that Unity and Godot could be worthy competitors to Unreal but they suffer from their own issues similar to Unreal regarding the engine developers ignoring many glaring issues such as Unity's overall structure being a mess and mostly unchanged since 2005, Unreal at least went through majour rewrites every generation prior to UE5 and I think that's what these alternatives need to do if they want to compete in the future
im still developing with ue4, no need for ue 5.
4:16 "Lumen remains an embarrassment to epic" - "coat your image quality in temporal slop". This nails it so well. I cannot even describe how ugly and broken STALKER 2 looks because of this trash lighting shimmering everywhere. There's even big blobs of light leaking through walls into dark buildings. And then when you move around with that stuff on screen, it leaves even more smearing and noise behind.
Death stranding is insanely well optimised and so is MGSV despite being a 2015 game having insane graphics.. conclusion? Kojima god praise Kojima
The fact that this channel doesn't get as many views as those benchmark comparison channels is just sad af
Graphics peaked at SimCopter.
Still my game of the year.
Agreed.
Thank you so much for providing an actual explanation as to whats going on and why there are issues. Way too many armchair generals on the internet keep making vague general complaints about why UE sucks and "is fail" or whatever but no one ever actually explains why. I appreciate your work here.
Please do STALKER 2 settings tweaks please. Its yet another UE5 slopfest
Why does this dude look like a metahuman? He's so deep into engine optimization he's become part of it.
it's very simple, Sony couldn't afford to develop their own upscaling tool, so they licensed it from Intel and used it as their own
in dx11 without nanite there are few objects in game which are completely broken though...
Can’t wait for Stalker 2 breakdown, apparently forced Lumen and Nanite usage leading to abysmal performance. No option for rasterisation, really shows how bad UE5 is for gaming and development
I wouldn't blame UE5 entirely for that, it's the developers responsibility to have a game performing well on their recommended hardware specs, they should have an option to turn off lumen like some UE5 games do so that people on lower end systems can run the game better
There are projects with a realistic detailed map, the desert one for example its free in the epic store, all made with thousands of rocks and sand assets using nanite, no landscape, in a stable 60fps, if you disable nanite, the fucking project implode, nanite works, but is not a magic pill, this project is to demostrate his capacity, but the reality is that you need to use all of them at once, you need to know how works and how implement it right, simply saying that nanite didnt work, is simply a lie, you can download the desert map, you can make a project, spawn a million of assets, or donuts, and test enablin and disblin nanite, and you can see the diferences. You arent forced to use traditional optimization or nanite, you can use both and get the best.
Unreal does not have documentation, its practically non-existant compared to like unity documentation, you mostly need to figure out on your own how to optimize and do correctly things in unreal..
Omg. You look like AI more than AI itself
A beautiful game that I can't play because fcking EA decided I speak POLISH or russian in UKRAINE. It's Ukrainian or English, you d1mb@sses!
check out crysis 3 tech demo, 12 years ago... and it needs like 20% of modern hardware power to run it 60+fps
Donated hoping you will achieve something good!
Thank you very much!
dude that first minute in your video was impressively good and exactly what i want to hear when i see a thumbnail like yours thank you so much for what you do stranger!
NFS is pretty much one of the worst examples lol. no realtime lighting, just screenspace reflections, no good TAA solution.
You are ahead of the game brother. Your final message hits home. We shouldn't be reinventing wheel but innovate upon it instead.
Fascinating stuff
Unreal Engine 5 sucks but also evey other engine sucks because it means every engine programmer in the world isn't working on UE5 is an... interesting take
Oh shit, instant subscribe! Finally someone coming hard to speak the truth out of this current BS and making lazy and greedy devs and companies balls twist with promising grip
lol harware tessellation support removed. unreal engine is dead
I'm not smart, nor do i think I'm dumb, but would this mean the performance gap between 30 series and 40 series laptop cards is bigger than reported due to poor optimization in modern games?
I knew something was horribly wrong when I could barely get this game to go above 60FPS with all graphics settings changed to low, and I had a sneaking suspicion it had something to do with all the trees and temporal trash. Using real-time GI also makes no sense for a game with no day/night cycle, and an overworld obscured by FOG. What's the point of this? The game would not only look significantly better, but it would run way better too if it had baked lighting. I commonly see older games being praised for "still looking good" 10+ years later. The reason for this is someone actually went through every level/area and thought "hey, a light should be here", and they handcrafted a lightmap for it. It's a very specific attention-to-detail which has been lost as technology advanced. Why make lightmaps and bake lighting into an environment when some dynamic system can do it for you? Oh, it's because the dynamic system SUCKS. I'm also very tired of all this temporal/"AI" upscaling technology. I'm not sure exactly when I noticed this but some time ago, numerous games just started looking "smeary" and it was always because of something stupid like temporal AA. Why this is now shoved into every game makes no sense to me. It's especially egregious with assets that contain some kind of alpha transparency. Upscaling in particular frustrates me because maybe 10 years ago, you could run a game at your native resolution and it was FINE. Now every game has some kind of gimmick upscaler, and if you disable it you discover just how badly optimized it really is. It's so bad the engine can't process frames quickly enough unless it's dealing with frames 1/5th your native resolution. That's insane. Combining this horrible tech with temporal AA is a nightmare. How can a team of developers look at how their game looks in motion and think "yup, that's perfect." The craziest thing to me is how game development has truly gone in the opposite direction, and I'm not really sure what the core cause of this is, but I expect it has something to do with games being largely digital these days. In the 2000's, if a developer was working on a game like this and they went to playtest it and saw how badly it ran, there is no way they would've shipped it like that. But now, you can just "fix it later", right? I'd love to see you do a frame analysis of Starfield. To this day it may be the most poorly optimized game I've ever played. I'd like to know what BS it's making my GPU do in the background to cause it so many problems.
i really love your dedication, work ethic and your persistence to make sure your message is heard. keep it up man
makes me wonder why most games with the best graphics were released in 2015
man here we have people complaining about visual fidelity and yet I'll just go and watch the half life 2 20th anniversary with devs that poured their heart and soul into a game. It's a reminder of a different and bygone era. God damn why did we have to go with the future that is so garbage now?
I would love if you investigate Wuthering Waves poor performance that happens randomly for some people
Thank you for this video! I'd love to see a similar one for Stalker 2 when it comes out, as that game will likely be a big gerUE5 game than SH2
What resources would you recommend to learn how all of this works?