The Price of Realism? | SH2R Optimization From The GPU Perspective

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  • Опубликовано: 21 дек 2024

Комментарии • 1,9 тыс.

  • @ThreatInteractive
    @ThreatInteractive  Месяц назад +383

    PLEASE READ FOR UPDATES & RESPONSES(and discord link):
    1. Watch this video in 4K (as in streaming settings) as any lower compression will hide the visual details discussed.
    2. We would really appreciate it if viewers could share on giant game related subreddits. These prevent self promotion but these can really push our channel's success by the thousands.
    3. TAA commands though we suggest FXAA since Lumen really doesn't work well with it.
    r.TemporalAA.Quality 2
    r.TemporalAACurrentFrameWeight .6 (with vsync)
    r.TemporalAASamples 2
    r.TemporalAAFilterSize 0.09
    r.TemporalAA.Upsampling 0
    r.TemporalAA.R11G11B10History 1
    r.TemporalAA.HistoryScreenPercentage 100
    r.TemporalAACatmullRom 0
    5. We would like to invite you to the official Threat Interactive discord: discord.gg/7ZdvFxFTba
    This will be the main discord for engine development, news, and Q&A support for developers.
    6. Some people seem to have issues with the comment made at 4:25 | Yes, SH2R uses one of the first versions of UE5.
    This is still disgusting quality to have been included in a official release of the engine and these issues are still present in the newest preview of UE5.5.
    7. We do not care about ignorant statements auguring about our decision to zero-in on UE5 exclusively. It doesn't matter if Unity has a higher market share. The people complaining about a "monopoly" are failing to understand it's already a monopoly! And the monopoly includes the major games that are trying to push better visuals. The list of UE5 games using these poor designs have grown too much! We intend to push graphics as well and show the example of visual quality we expect from an overly supported engine such as UE5. We already know improvements to UE via forks impact the industry as seen with The Finals. That was a performance enhancement, the industry also needs a visual enhancement and our videos prove it will not detrimental to performance on 9th gen console hardware.
    If you are paying funds to engines like Godot, don't expect anything to get fixed in the games you'll actually be playing.
    8. Regarding the comments made about the hair in 4:45. What should been have said the hair looks better in comparison with the traumatic dithered variant. In reality it could look much better, without too much performance cost and most importantly being TAA independent as shown by frostbite developers here: ruclips.net/video/ool2E8SQPGU/видео.htmlsi=_yjztNp5PBIeZkA2
    9. Stay Tuned*

    • @BastyTHz
      @BastyTHz Месяц назад +3

      what is those hairs in front of your chest.....

    • @ThreatInteractive
      @ThreatInteractive  Месяц назад +28

      @@BastyTHz The mic windscreen.

    • @viewer-c6t
      @viewer-c6t Месяц назад +2

      sloptimization

    • @Blap7
      @Blap7 Месяц назад +36

      @@BastyTHz Thats his insane macho chesthair from his chad energy and detailed breakdown of graphics

    • @EddieAtaberk
      @EddieAtaberk Месяц назад +7

      I'm so glad you are making these videos. As a game dev it was so frustrating to see influencers talking out of their ass. I was looking like "old man yelling at cloud" when I talk about things like tessellation and taa

  • @AROAH
    @AROAH Месяц назад +6097

    The irony of not using the fog to their advantage to hide low quality LOD for performance purposes, when that’s literally why it existed in the original game.

    • @Darkcranio
      @Darkcranio Месяц назад +263

      Irony or not. Two completely different mechanics. In the original game it wasn't "fog" just floating textures. This is volumetric, millions of particles rendering at the same time.

    • @shadik1998
      @shadik1998 Месяц назад +848

      @@Darkcranio Fog doesn't use that much resources, there's literally a performance breakdown in the video. Just sloppy devs being sloppy devs. I couldn't believe that the game with a static environment like that and the fog advantage still stutters horribly and has UE load stutter.

    • @alphadog6970
      @alphadog6970 Месяц назад +68

      What happened to "table fog" from nvidia ? At one point it was a solution to the fog problem😅

    • @Gadtkaz
      @Gadtkaz Месяц назад +97

      With how bad the traversal stutter is in open areas I'm genuinely surprising they didn't think to use the fog as a bandaid.

    • @jcm2606
      @jcm2606 Месяц назад +164

      @@Darkcranio Volumetric fog doesn't/shouldn't take millions of particles to render. Volumetric fog is generally raymarched in post, with particles or drawn objects being used to populate a 3D texture or some other data structure with information about how dense the fog is at a particular location in the world, as well as maybe the material properties of that fog.

  • @kefpull6676
    @kefpull6676 Месяц назад +3500

    Full triangle meshes for distant trees completely obscured by fog is some real 2024 level problems

    • @k_gy_b
      @k_gy_b Месяц назад +228

      I don't even know what they were thinking when doing stuff like these, maybe it's the lack of time and rushed projects...

    • @disseminate4
      @disseminate4 Месяц назад +508

      @@k_gy_b UE5 rewards laziness with faster development cycles

    • @arenzricodexd4409
      @arenzricodexd4409 Месяц назад +200

      ​@@disseminate4it has been that way since UE4. the goal is to make people with less technical knowledge about game engine can create their own game more easily.

    • @k_gy_b
      @k_gy_b Месяц назад +7

      @@disseminate4 that's true

    • @AlienAmongst
      @AlienAmongst Месяц назад +76

      @@disseminate4 It's Nvidia's greedy cooperate influence they wanna sell GPU's they wanna become just like Apple and sell GPU's every year and if games were optimized they wouldn't sell new GPU's. Nvidia has alooooot of money, they can pay off developers and even game companies.

  • @Janosevic80
    @Janosevic80 Месяц назад +327

    This is exactly what we need more of on RUclips and in the gaming scene in general. I may not fully understand around 30% of the language, as I'm not in the industry, but I can see that your heart is in the right place. Protect the consumer and the keep the integrity of your profession alive. Please never stop!

    • @ThreatInteractive
      @ThreatInteractive  Месяц назад +33

      Thank you so much for your support!

    • @v44n7
      @v44n7 23 дня назад +14

      @@ThreatInteractive one critique i have for you ThreatInteractive is your view on godot and other game engines. You think they are a waste of time. But I see the oposite. You need many pointy rocks to have a polish one.

    • @StephenMcGregor1986
      @StephenMcGregor1986 3 дня назад

      @@v44n7 yeah, single dev making Road To Vostok already switched engines once, bit rough imo

  • @CaveyMoth
    @CaveyMoth Месяц назад +538

    You think performance is bad in these outdoor scenes? Wait until you make it to the apartments. The main lobby area is a performance KILLER.

    • @theunwantedson
      @theunwantedson Месяц назад +66

      yep wtf staring in to the wall kills the fps ,in the town i was getting like 70+fps on the apartments things changed

    • @AindriRealm
      @AindriRealm Месяц назад +8

      I thought it was just me!!!😂

    • @RandomFandomOfficial
      @RandomFandomOfficial Месяц назад +15

      @@theunwantedson Wow!
      That's just unhinged, terrible optimization.

    • @beams4167
      @beams4167 Месяц назад +17

      The stairwell in the hospital made my pc crumble

    • @awshnap
      @awshnap Месяц назад +10

      That swimming pool outside of the hotel too. Holy shit

  • @BSEUNHIR
    @BSEUNHIR Месяц назад +1870

    Wait, they use real time GI for a game with no day/night cycle?
    But.... Why

    • @dingickso4098
      @dingickso4098 Месяц назад +446

      Less time-consuming than baking it to meet the deadline. Either that or sheer incompetence.

    • @FrancisBurns
      @FrancisBurns Месяц назад +58

      @@dingickso4098 Maybe it's both? Lack of time because team isn't experienced enough for the task?

    • @Gguarino
      @Gguarino Месяц назад +42

      From what I know you can't straightforward bake lumen lighting, it's just meant to be dynamic. But you can use static lights instead of moveable when you can to reduce the real time calculations

    • @existentialselkath1264
      @existentialselkath1264 Месяц назад +30

      Baked reflections never hold up as well as Lumen. Lightmaps can also only be so high resolution. Per pixel lighting on paper would provide more precise GI than baked lighting, though obviously it's vastly more expensive and in this case a lot more noisy.

    • @Genebriss
      @Genebriss Месяц назад +54

      @@dingickso4098 baking doesn't even take long even on consumer gaming GPU. Literally seconds to couple minutes to build a scene. They can't even use time excuse anymore.

  • @solitudesf8111
    @solitudesf8111 Месяц назад +1039

    crazy how games used to look ok on lowest settings, and bumping them up added fidelity. now max settings are baseline, and by reducing them you are subjected to pixel vomit.

    • @SaladaSla
      @SaladaSla Месяц назад +106

      We are back to 2005, where games had good graphics settings, and mashed potato slop settings.

    • @gamechannel1271
      @gamechannel1271 Месяц назад +22

      Anyone remember TES Oblivion's lowest setting?

    • @coreC..
      @coreC.. Месяц назад +22

      @solitudesf8111 "pixel vomit" is an adequate description.

    • @keqet12
      @keqet12 Месяц назад +19

      Even the max settings look like garbage

    • @Thornskade
      @Thornskade Месяц назад +24

      @1e0isfdkorblpg Yeah, with many modern games the image is blurry and dithery

  • @sashamakeev7547
    @sashamakeev7547 Месяц назад +150

    To think that in beginning of Silent Hill devs used fog to hide stuff and ease performance load, and now basically right opposite happens

    • @GugureSux
      @GugureSux Месяц назад +35

      After replaying the OG just recently, it's even more embarrassing seeing how the PS2 original's fog seems more dynamic and "living" than the 2024 version.
      The original Team Silent also stressed that they wanted the fog to truly "surround" the player, not just be a wall in front of them. Yet the SH2R clearly has an empty "bubble" around the player, that blocks the mist from getting close to James (best seen in the static camera angles mod demonstration videos).

    • @waltwhite8126
      @waltwhite8126 20 дней назад +3

      not really, the games stutters the most inside buildings not outside.

  • @vextakes
    @vextakes Месяц назад +463

    Ey, that’s me.
    Thanks for all the work yall do. It’s always got me scratching my head why games have been so demanding. The ghosting too with reliance on TAA in particular bothers me too. I think we are in an awkward middle ground for graphics and optimization that we will end up getting past, but not yet. Actually hopeful we will- idk if UE5 is in with Nvidia and AMD to push their upscaling tech and raytracing.
    Another game that could be fascinating to take a look at is Dragons Dogma 2, the game doesn’t seem to do anything ground breaking (maybe except for a dynamic day night cycle), but it is SO hard to run. Especially at native resolution, the game defaults to progressive upscaling. I also notice tons of dithering in hair and foliage. Sucks with that one too because DD2 is a fun game that shouldn’t be having these problems.

    • @ThreatInteractive
      @ThreatInteractive  Месяц назад +138

      We are glad to see you here and find you in support of the topic we're covering.
      You're more in the category of "overlooking" rather than "refuse to address" but that's just because there isn't enough information about what we cover so no hard feelings!
      We 100% encourage you to view all our videos since I think they would answer a lot of your questions and help your takes on some things in the future.
      Thank you for the kind support and title suggestion!

    • @sengan2475
      @sengan2475 Месяц назад +10

      You should make a video on TAA

    • @Gustaviustwinkelberry
      @Gustaviustwinkelberry Месяц назад +5

      Excellent title suggestion vex, i second that!

    • @vextakes
      @vextakes Месяц назад +12

      @@Gustaviustwinkelberryyeah they’ve definitely improved it with CPU performance, but it is not impressive

    • @vextakes
      @vextakes Месяц назад +51

      @@ThreatInteractivedw abt it man, I didn’t take any offense. I’ve actually been watchin the content since yall started the channel.
      I am usually pretty positive about DLSS, but mostly compared to FSR, XeSS, and TAA, because DLSS is just the best at what it does. However, I’ve found it weird the absolute reliance on upscaling to get anything done now.
      Again thanks for all yall do and gl on the game. All this will just make games run better and I find it really interesting. I might go ahead and shoot yall an email and we could talk sometime. I think it would be fun

  • @andermendz
    @andermendz 26 дней назад +125

    Waiting for a Stalker 2 analysis.

    • @channelman_
      @channelman_ 20 дней назад +6

      yep!

    • @Neros_light
      @Neros_light 20 дней назад +1

      Same

    • @Pllayer064
      @Pllayer064 20 дней назад +6

      Yeah why does my fps drop to 5-15 after an hour of gameplay at 90fps

    • @wiktorzdrojewski890
      @wiktorzdrojewski890 19 дней назад +6

      ​@@Pllayer064feels like memory leak or some poorly managed cache

    • @andermendz
      @andermendz 19 дней назад +4

      @@Pllayer064 LOTS of memory leaks, ahhahah try playing it on HDD looks like cardboard.

  • @hiho9149
    @hiho9149 Месяц назад +398

    I already hated UE5 being adopted by developers. Forcing people to buy video cards ever-increasing in price for graphical improvements that get overshadowed by a smeary picture and poor performance. Now I can articulate it even better!

    • @TheReferrer72
      @TheReferrer72 Месяц назад +12

      You can't.
      This is all in the short term, the hardware will become better and these games will look much better in the future, because they are not pooping in and out optimised geometry.

    • @neilranson4185
      @neilranson4185 Месяц назад +9

      You don’t think silent hill 2 in quality mode on consoles looks impressive? Or hellblade 2, nobody wants to die, jusant, and robocop? Genuine question

    • @raumfahreturschutze
      @raumfahreturschutze Месяц назад +16

      @@TheReferrer72 "pooping in and out" forever and ever?

    • @TheReferrer72
      @TheReferrer72 Месяц назад +7

      @@raumfahreturschutze You got me, should not be commenting on mobile!

    • @tablettablete186
      @tablettablete186 Месяц назад +61

      ​@@TheReferrer72"Hardware will become better"
      Intel: "Soo, our new CPUs are now slower. Enjoy!"
      AMD: Zen 5%

  • @P1XeLIsNotALittleSquare
    @P1XeLIsNotALittleSquare Месяц назад +337

    "The hair looks fine" *shows horribly aliased hair* xD

    • @ThreatInteractive
      @ThreatInteractive  Месяц назад +85

      Your right! The default hair was so traumatizing is made the less dithered hair look better.
      The best hair shown in real-time rendering is actually done independently of TAA!
      ruclips.net/video/ool2E8SQPGU/видео.htmlsi=fV3W6LuI0eCTq3cz (frostbite)

    • @MJ-uk6lu
      @MJ-uk6lu 15 дней назад

      Also with some random black pixels

  • @stormburn1
    @stormburn1 Месяц назад +362

    14:05 I get the pragmatic reason to focus on overhauling Unreal, but the FOSS ideologue in me feels compelled to point out the effort in Godot and other FOSS projects isn't wasted just because they're not used in industry. I think it's important to have a free/libre floor at least to keep pressure on proprietary, privately owned projects to not screw over developers who trust and depend on them (see Unity's "charge per install" attempt or Microsoft's AI/privacy abuse with Windows).

    • @nazauwu6431
      @nazauwu6431 Месяц назад +95

      yeah its very narrow minded to dismiss smaller engines which are what the indie and ever shrinking AA scene thrives on, i feel any amount of competition is good and we should just give unreal a monopoly in games cuz "its the best we have"

    • @CyboTyaS
      @CyboTyaS Месяц назад +16

      I think it would be great, if Threat iterated more on that point, because I feel like their stance can easily be misunderstood. I assume they're specifically talking about AAA productions, where Unreal is simply ubiquitous. And it shows by the sheer volume of bigger titles released on that engine.
      I'm by no means an expert and other engines are certainly very capable, but there must be more reasons than just documentation and support, why almost no team uses engines like Unity or Godot to develop large scale games in the vein of a Battlefield or open world games. Unity game releases like Escape from Tarkov (BSG really struggles with this one), BattleBit or Cities Skylines are few and far between. And for such huge productions, I've mostly seen devs either using Unreal or their own proprietary engine such as Frostbite.
      And visually I start to dislike UE more and more.

    • @stormburn1
      @stormburn1 Месяц назад +11

      @@CyboTyaS My understanding is that if you're making a game today with high fidelity graphical targets and don't want to make your own engine (or do comparable engine work), Unreal is basically your only option. Unity can look just as good, but not out of the box like Unreal. Godot is functional for 2D games, but sub-par for 3D.
      There's also the matter that if everyone is using Unreal, companies can easily find employees already familiar with it, saving on training time/costs. Good documentation and community support also shouldn't be underestimated. The behind the scenes reports of bad releases often include tons of loss due to engine and interface issues (Anthem and Mass Effect: Andromeda come to mind with Frostbite).

    • @KillahMate
      @KillahMate Месяц назад +41

      @@stormburn1 The _actual, core_ reason for using Unreal is simply that large publishers prefer having one single engine that everyone is trained in - so that when they fire 20% of their developers to 'reduce costs', they won't have to spend months training the replacement developers they hired for half the money straight out of school.
      A highly experienced dev team could have avoided some, most, or all of the issues discussed in this video even if they were forced to use Unreal. But experienced developers cost _money,_ and therefore get _fired._ Such an experienced dev team could have even made this game in Godot if they wanted, modifying it for their needs as required (that's the real best thing about Godot btw, it's extremely easy to work with) but with Unreal you already get so many features out of the box that you actually have to turn many of them _off_ first. This is why a fresh full Unreal Engine install is _60GB_ and a fresh full Godot Engine install is _55MB_ (yes with an M).

    • @Argoon1981
      @Argoon1981 Месяц назад +17

      @@stormburn1 "but sub-par for 3D"
      Don't agree, on the hands of good developers, Godot is a very capable 3D engine, proven by the fact that, The Road To Vostok maker changed from Unity to Godot 4x and was able to still keep most of the visual fidelity.
      And don't assume that is only Godot 4 making it possible, there's a guy making a visually impressive 3D horror/stalker/Fear inspired shooter in Godot 3x as well, called Leaden Sky.
      A engine is only as good as the person using it. And a good experienced developer can create impressive games in tools many people think are bad.

  • @markosz22
    @markosz22 Месяц назад +228

    Ah the wonders of modern gaming. Pixelated, aliasing, flickering, shimmering, ghosting, blurry, messy visuals, 1080p, sub 60 fps...

    • @neilranson4185
      @neilranson4185 Месяц назад +4

      I have next to non of this on a ps5 in quality mode besides a little ghosting on fog and obviously 30fps. Perhaps pc is suffering more with this particular game?

    • @JackWse
      @JackWse Месяц назад +19

      It's just like a well shooken Polaroid... That was out of focus... Of a moving object... And then you tripped while you were taking it! Photo realistic!

    • @thealonestargazer
      @thealonestargazer Месяц назад +2

      Ok but AA in games is still garbage like TAA, nothing like the good old days, instead of distance changing the effect of AA it all is blurry/waterpaint and the end result is like looking at 2D. Modern problems self created, and worse is TAA is baked into games

    • @joannahill213
      @joannahill213 Месяц назад

      @@neilranson4185nah, you just suck at noticing.

    • @detuneCris
      @detuneCris Месяц назад +11

      @@neilranson4185 it has absolutely 0 to do with platform. PS5 is basically a pc. PS5 is not a console like PS1 or 2 where they had their own tech for FX or post-processing. Whatever issue you have on PC, you will have in a PS5. And if you don't, then it's because the devs adapted the game to the fixed hardware that a console is.

  • @realmcafee
    @realmcafee Месяц назад +226

    what is this channel? what am i listening to? its so refreshing! omg no bs!

    • @George-um2vc
      @George-um2vc Месяц назад +59

      It’s bizarre isn’t it?
      feels like finally a professional is voicing and demonstrating what us gamers have been complaining about for years, with absolutely zero alterior motive other than exposing and educating.
      This guy makes Digital Foundry look like shill amateurs, I’m not sure if that’s why they really are, I might be wrong, but the difference between the two approaches is gigantic, one feels like truth, the other feels more like an advert.

    • @SoulbentAnime
      @SoulbentAnime Месяц назад +16

      @@George-um2vc digital foundry is pretty honest from what I've seen. They often don't always have nice things to say because so many games have issues like the ones listed here.

    • @George-um2vc
      @George-um2vc Месяц назад +16

      @@SoulbentAnime that’s true, they are more critical than many give them credit for, but I prefer this style of analysis, although it somewhat depressed me (since all future games are essentially doomed for the foreseeable future) and I will likely be playing Witcher 3 and RDR2 till things change.

    • @Gustaviustwinkelberry
      @Gustaviustwinkelberry Месяц назад +23

      @@SoulbentAnime df play nice and downplay issues though, this dude is direct and straight to the point and demonstrates real practical solutions

    • @SoulbentAnime
      @SoulbentAnime Месяц назад +10

      @@Gustaviustwinkelberry they said jedi survivor was the worst pc port of the year. I don't think that's downplaying it. This dude is definitely more in depth obviously.

  • @alexsoundstuff
    @alexsoundstuff Месяц назад +667

    when threat interactive posts you dont just watch, you sit your ass down and listen

  • @DestroManiak
    @DestroManiak Месяц назад +155

    If you told me in 2012 that games would look this SH*T in 2024, i wouldnt have believed you

    • @loubloom1941
      @loubloom1941 Месяц назад +14

      But the game still looks good

    • @ThreatInteractive
      @ThreatInteractive  28 дней назад +64

      @@loubloom1941 It looks and performs awful.
      Disgusting image quality and overall graphics pipeline.

    • @fitmotheyap
      @fitmotheyap 24 дня назад +10

      ​​@@loubloom1941 unreal engine games that just put graphics sliders to max have become so common it has a feeling similar to asset flipping games on unity...

    • @EchoTheWorld03
      @EchoTheWorld03 24 дня назад +10

      @@ThreatInteractive if this game looks awful to you then ho ho you need to wake up

    • @JohnSmith-ri2ed
      @JohnSmith-ri2ed 22 дня назад +5

      ​@@loubloom1941The game objectively looks ok. But if you have to spend 500$ or so to play max graphics over low graphics that's a blatant ripoff for what it is. Not that it matters, graphics have nothing to do with how good a game is

  • @MatthewRumble
    @MatthewRumble Месяц назад +163

    I would pay this guy to optimize my game if i had one

    • @heisenberg3206
      @heisenberg3206 Месяц назад +6

      @@jcdentonunatco have u ever shipped a game in ur life?

    • @heisenberg3206
      @heisenberg3206 Месяц назад +4

      @@jcdentonunatco can i see ur portfolio?
      also can u point out what misinfo he spread in this vid in terms of optimization?

    • @SchrödingersGorilla
      @SchrödingersGorilla Месяц назад +4

      @@heisenberg3206 I'd like it if you could elaborate on what said "misinfo" is.

  • @wolfcl0ck
    @wolfcl0ck Месяц назад +9

    I appreciate when someone actually takes the time to figure out why something is performance heavy rather than making assumptions based solely on what they see.
    Now with that said, I do also want to remind everyone that when a question is raised on "why did the developers use this non-performant system when there's an obvious better choice here," the answer DOES tend to be "because the publishers and/or directors told them to."
    I'll never forget a back and forth I had with one of the people who worked on the opening to Skyrim. They were talking about how much trouble they had with the realtime cart sequence at the start, and when I asked them "couldn't you guys have just baked an animation instead of making it realtime and having to fix it every time the geometry was changed even a little," they responded with something like "Yeah that would have been so much easier and would have avoided so many headaches and wasted time." With that response alone, they told me everything I needed to know.

  • @Psychx_
    @Psychx_ Месяц назад +432

    I hate Unreal Engine with a passion as it entices devs into constructing a suboptimal design.

    • @MiseRaen
      @MiseRaen Месяц назад +83

      Its parallels the movie industry where they now focus on big budget movies full of CGI that fail because they just use money to attempt to substitute creativity.

    • @ICE0124
      @ICE0124 Месяц назад +38

      It's like everyone sees those 4k 4090 tech demos and thinks that's what unreal engine is but that is with a 4090 at 30 fps going through RUclips compression. But in reality it's a lot flashy features like Luman, Nanite, and ray tracing that get it a lot of attention and praise but then you look into it and it sucks and most other engines can probably do the exact same quality without the crutch of Nanite and other unreal engine stuff.

    • @George-um2vc
      @George-um2vc Месяц назад +14

      I simply do not buy UE games unless I know the devs basically reverse engineered the whole bloody thing and managed to make a game that is properly optimised (Lies of P for example)

    • @lollingrock
      @lollingrock Месяц назад +18

      It's not the fault of the engine itself (the tech is actually really good) it's the fact that devs are choosing to ignore optimization because "ehh Nanite and lumen is enough", especially since older games that run on UE3 like the first three Arkham games actually perform really well while looking really good. The "auto optimization" that UE5 has just makes them think that they don't need to optimise

    • @Psychx_
      @Psychx_ Месяц назад +10

      @@lollingrock Are you serious?! The devs test the games on different hardware. There is no way they couldn't have seen and felt first hand that the "auto optimization" does fuck all and the games run like partially frozen molasses.

  •  Месяц назад +88

    And this is why I think people are really underestimating art style.
    Sometimes, simpler render engine pipelines with a better combination of textures and models is enough to make those visions pop without burning your house down.

    • @Gustaviustwinkelberry
      @Gustaviustwinkelberry Месяц назад +14

      And without abusing your eyes with all this temporal slop

    • @apocolypse11
      @apocolypse11 Месяц назад +1

      Seeing the first uncharted game on ps3 made me question graphical horsepower was overrated.

  • @empireempire3545
    @empireempire3545 Месяц назад +179

    I dont think Godot and other engines/frameworks are a waste - having a variety of choices is NEVER a bad thing.

    • @Bluehawk2008
      @Bluehawk2008 Месяц назад +26

      "It needs to stop!" made me laugh.

    • @chillhour6155
      @chillhour6155 2 дня назад

      Tim Sweeney is trying his hardest to make his game engine the windows of game development tools, a complete monopoly on poorly supported and software engineerd tools, in the future all games will looks and play like unreal engine:the videogame

  • @AvalancheReviews
    @AvalancheReviews 14 дней назад +2

    This is an amazingly interesting watch!!

  • @unfa00
    @unfa00 Месяц назад +129

    I can absolutely understand your decision to stay with Unreal Engine, but justifying it by claiming that all other engines are just a wasted effort is ridiculous.
    That's like saying you don't need free market because your state already gives you everything you need. And if it doesn't give you something - that means you don't need it.
    Sure. Investing into an engine like Godot that is so much smaller and doesn't focus on AAA games might seem like a wasted effort, but with Unreal Engine last time I checked the licensing it said you're not allowed to make your own version without a special agreement with Epic. The fact that Unreal Engine is source-available doesn't mean you can legally sell games running on your own modified buids of the engine. With Godot you can do that, because it's open-source. Unreal Engine is proprietary and source-available.
    I hope you're aware of the legal bindings that are present around here.

    • @How2Bboss
      @How2Bboss Месяц назад +32

      Exactly. Not everyone wants to create photorealistic AAA quality games. Yeah, you wont get the same graphical fidelity in Godot than you will in UE5, but Godot isn't even that old. As you said, the licensing is a major reason for some people. Also think about storage. UE5 games take up several GB, and the engine itself is several GB. The entire Godot engine is at most 200 MB and you can still get decent 3D graphics.
      I pretty much agreed with everything in the video, but saying working on game engines other than UE is wasted effort is just silly. People need alternatives. I love Godot because its super lightweight and opens in a couple of seconds.

    • @unfa00
      @unfa00 Месяц назад +2

      @@How2Bboss I use Godot myself - I have a game project called Liblast (open-source). I professionally work in game development as a tech/3D/enviro artist with Unity though.
      Godot has all the basic tools to make decent 3D graphics. I am working on a asset workflow and pipeline to achieve quite good visuals with much reduced artist workload due to handling common effects like edge wear, beveling etc at a shader level with using of special custom textures.
      I see people pushing Godot to it's limits and it can get things done. Surely it's not as fast at rendering as UE, but it's still way more lightweight.
      I'd rather see smart people investing in open technologies like Godot, Bevy and the like, rather than funneling all their energy into something proprietary that they can never own or have true control over.

    • @wallacesousuke1433
      @wallacesousuke1433 Месяц назад +7

      @@How2Bboss who the hell wants to play games made on that garbage engine though? Thing can't even deliver PS2 level quality

    • @How2Bboss
      @How2Bboss Месяц назад

      @@wallacesousuke1433 look at the game “Road to Vostok”. Looks a bit better than a PS2 imo.

    • @SchrödingersGorilla
      @SchrödingersGorilla Месяц назад +23

      @@wallacesousuke1433 That is a gross mischaracterization. Godot has come a long way in the field of 3D. There just aren't many high-profile examples of 3D games made with it (or games in general, honestly). But even if it isn't on par with Unreal, it is at least on par with Unity.

  • @tomthomas3499
    @tomthomas3499 Месяц назад +106

    Dude, imagine the performance had it used baked lighting, lumen/RT in this game doesn't even look good anyway with it being flickery and shimmering.

    • @RandomFandomOfficial
      @RandomFandomOfficial Месяц назад +15

      Everything's gotta be "dynamic" these days... including how they exploit players into paying more money.

    • @wb6930
      @wb6930 Месяц назад +16

      We really don’t need dynamic lighting, given all the sceneries in Silent Hill 2 are static

    • @RandomFandomOfficial
      @RandomFandomOfficial Месяц назад +1

      @ Correct.
      We need good performance.

    • @almightybogza
      @almightybogza Месяц назад +4

      You would be hard-pressed to find good-looking RT games.
      I mean, even CP2077, which has all the benefits and a good implementation of RT, still has too many shiny surfaces that make the game look blurry, not to mention FPS drops and artifacts.
      I am genuinely surprised people like RT, as most of the time it doesn't do much or does too much.
      Maybe it's just my opinion, and I am in the minority.

    • @friendofp.24
      @friendofp.24 3 дня назад

      @@wb6930 We didn't need a remake of this game period.

  • @BananenJaeger
    @BananenJaeger 7 дней назад +3

    tbh most of your videos are way to technical for my super casual understanding, but I really appreciate getting the technical details explained.
    Listening to you I realized one of the biggest problems is that I (and probably many others) do not know and understand what the different graphic settings really do and thus what would be appropriate for the situation, and instead rely on the developers labeling and organization of low to high.

  • @CZRWK
    @CZRWK Месяц назад +320

    GPU companies make money from telling you that your graphics performance is bad and you need to upgrade. They're financially invested in not pushing for optimizations by developers. That's pretty much it.

    • @arenzricodexd4409
      @arenzricodexd4409 Месяц назад +3

      Make optimized game gamer will still complained about it.

    • @etienne1062
      @etienne1062 Месяц назад +84

      ​@@arenzricodexd4409have you played DOOM and DOOM eternal ?
      I see no one complaining about those games. They look nice, and perform well. As they should, since the gameplay is fast paced, and the environment not so open-world. But these days, you can't take that for granted

    • @arenzricodexd4409
      @arenzricodexd4409 Месяц назад +6

      @@etienne1062 people praise doom for it's graphic but in reality they did not really push it's graphic that hard (already play both). So it is faster to run. Plus it is one of the popular franchise out there sometimes they got a pass like in the graphic department. But others? Just look with Space Marine 2. I see the graphic is just as good as Doom if not better in certain aspect but people complaining because despite it's good performance developer are not using things like high resolution texture. Same with black myth wukong. Dev did a good quite a good job where their low setting really mean low setting since you can really see the difference but then people still complaining about low res asset.

    • @GregorianMG
      @GregorianMG Месяц назад +32

      ​@@arenzricodexd4409As a performance over graphic gamer, this is very funny.

    • @razorgarf
      @razorgarf Месяц назад

      @@arenzricodexd4409 With good reason.. Look at CS2, Valve hasn't even properly optimized this easy looking game .. these large companies have become complacent

  • @codiivt
    @codiivt 27 дней назад +60

    saying that alternatives to UE are a waste of time just because the industry is using UE the most is an incredibly narrow perspective. this kind of complacency is exactly what the corrupt game industry thrives off.

    • @BigLongRandomNumberNameM-kf9vy
      @BigLongRandomNumberNameM-kf9vy 18 дней назад +4

      The solution to Epic's complacency is to keep rewarding them for it, obviously.

    • @kunka592
      @kunka592 4 дня назад +1

      Having only one viable engine is bad for everyone. We need some competition in everything.

    • @lukashuening
      @lukashuening 3 дня назад +1

      I like his Critical stance towards the Industry, but I don't understand why he is so boged down on UE. I remember in the old Days most Studios had their own Engines and Games looked unique and where we'll optimized. We need more unique Engines and less UE.

    • @phantomflame0658
      @phantomflame0658 2 дня назад +1

      @@lukashuening Because his product he wants to sell is based around fixing UE slop games. He's not making money optimizing Unity he's selling a solution to an industry-wide problem in UE specifically. So there is some clear bias here about UE being the only good engine, even though he is objectively correct on the issues present.

  • @KarlRock
    @KarlRock Месяц назад +2

    They need someone like you at Sony and Microsoft optimising every game and sending the feedback to devs. Thanks for the interesting video!

  • @ysnyldrm73
    @ysnyldrm73 Месяц назад +52

    Please check Gears 5. It is a Ue4 game but still one of the most optimized game of all time for me. While we know most of the Coalition's staff are ex-Ue developers, what did they do to the Ue4 pipeline to get good optimizations that the industry still can not achieve.

    • @progste
      @progste Месяц назад +16

      it's UE4 so it's more optimized just by not being UE5 (no nanite for example).

    • @etienne1062
      @etienne1062 Месяц назад +19

      @@progste does not explain anything. UE4 is famed for its various types of stutters.
      Jedi survivor is a UE4 game and it absolutely runs like crap. No nanite, no lumen, just crap.

    • @progste
      @progste Месяц назад +8

      @@etienne1062 stuttering on UE4 wasn't universal, especially in the late games.
      I haven't played Jedi survivor but it probably runs like crap because they did a bad job of it.

    • @DatGuyGLK
      @DatGuyGLK Месяц назад +13

      @@progste ue4 is not more optimized, the engines are essentially the same thing, in fact as of 5.4 ue5 is more optimized. Nanite is just an optional feature that you can choose to use in ue5

    • @jerchongkong5387
      @jerchongkong5387 Месяц назад +2

      I agree with you, GEARS 5 is one of the best optimized games out there, it has excellent graphics and rarely stutters.
      The problem with developers is that they often use scalers and frame generators, why optimize when I can use upscalers? Plus they have very little time to develop their games because of their bosses.

  • @lukask.3465
    @lukask.3465 Месяц назад +11

    Real issue is lot of these developers didn't have enough time to properly adopt Unreal Engine, management just say we are switching from our proprietary engine to Unreal and expect new game in two years. Most people in the studio are not able to adapt that quickly and this is the result.

  • @karbovskiy_dmitriy
    @karbovskiy_dmitriy Месяц назад +17

    Alternative engines aren't a waste, and this channel is a proof of that, if anything.

    • @InfernalMonsoon
      @InfernalMonsoon Месяц назад +4

      Exactly, him having such an insane opinion when his channel is literally proof that what he's saying is disingenuous and ridiculous is really quite funny to me. If there were no alternatives then Unreal will just continue to get worse, because what's the point in improving when you're the only game in town right?

    • @TominiOfficial
      @TominiOfficial 9 дней назад

      He lost me on that point. I have no idea what to think about the conclusion and this channel.
      He went on a tangent about UE5 being bad and then proceeds to say other engines are a waste of time. While I agreed with many of his points, this point just ruined the whole picture.
      I don't know if he is ignorant or malicious.
      "UE5 sucks, so lets stop working on other engines and make UE5 better, it will work out don't worry!" is like a statement from a notorious gambler.

    • @karbovskiy_dmitriy
      @karbovskiy_dmitriy 9 дней назад +1

      @@TominiOfficial most engines are just 1 patch away from getting fixed!

    • @TominiOfficial
      @TominiOfficial 9 дней назад

      @@karbovskiy_dmitriy XDDD LMAO

  • @shayanali8771
    @shayanali8771 Месяц назад +12

    if you guys wanna really play the game smoothly now and cant wait for patches to come, I strongly recommend the DXVK GPLAsync Mod. It runs the game in Vulkan, eliminating stutters nearly 80 %. But you lose DLSS and HDR.

  • @Spellfork
    @Spellfork Месяц назад +6

    Great initiative, all the support!

  • @pwhv
    @pwhv Месяц назад +59

    never saw a so explanatory critic about a game's game engine graphics pipeline

    • @JackWse
      @JackWse Месяц назад +9

      In all fairness, it seems like most modern devs don't know there is a graphics pipeline.. or maybe they know it's there they just don't they don't know how it works or what it does and it's best to just you know never check a box that isn't already checked by default. It's how we lost the developers console, and most of the graphical options that used to be standards sadly. Honestly the worst thing about unreal is the way epic touts its best practices and unfortunately a lot of its customers don't challenge that the way they should. And honestly they might even be in agreement.. I've noticed a suspicious lack of good eyesight in the development community.

    • @pwhv
      @pwhv Месяц назад +1

      @@JackWse people know at least the basic, the problem is that unreal engine goal is to create real life graphics no matters what even if they fail in the road to that, so that engine is not for common games right now because it's visuals are fked up, try other options like unity, cryengine, o3de, Godot, those are still following the old path which is to create fun games, the visuals are important but they're not the most important thing, what matters is the gameplay, see among us they made millions and it is a stupid 2d

  • @wille84fin
    @wille84fin Месяц назад +61

    Yeah, i'm finding way too many UE5-based games to perform really bad on a 4080 Super. DLSS Quality is almost always a must, not to mention removing the over used post effects (piss filter) and blur etc. When DLAA is realistic, it's always nice to see, as it's usually ok'ish. But the issues you highlight make it more clear why this is the case. I game at 1600p UW.

    • @spyrochrisgaming
      @spyrochrisgaming Месяц назад +2

      Fellow 1600p UW (hopefully 144Hz or more) man of culture I see.

    • @wille84fin
      @wille84fin Месяц назад +3

      @@spyrochrisgaming yes, 144Hz. Running it at 120Hz 10-bit mode for compatibility and smooth gsync functionality though. Some games don't like *odd ratios for frame delivery. Usually 60/80/90/120 work the best from experience.

    • @neilranson4185
      @neilranson4185 Месяц назад

      What’s wrong with using dlss to achieve your desired IQ and fps?

    • @wille84fin
      @wille84fin Месяц назад +8

      ​@@neilranson4185Using it? Nothing. Having to use it almost by default, a lot. The video highlights the why part very well imo.

    • @neilranson4185
      @neilranson4185 Месяц назад

      @@wille84fin what’s the difference between choosing to use it and having to use it if the end result in IQ and fps is the same? It’s clear spending rendering budgets in pushing more native pixels and higher frame rates is a waste of the budget if the end result can look as good without needing to be entirely native

  • @EricTheBroBean
    @EricTheBroBean Месяц назад +3

    Its crazy how I've been building and optimizing computers since probably before you were born, yet you spit knowledge on my nerdbrain.
    Subbed.

  • @widrolo
    @widrolo Месяц назад +58

    Optimization god posted again, knowledge increased.

    • @colbyboucher6391
      @colbyboucher6391 Месяц назад +2

      Got the Nanite stuff completely wrong, not an "optimization god" just because he seems like he knows his stuff.

    • @krspy1337
      @krspy1337 Месяц назад +4

      @@colbyboucher6391 then go ahead elaborate, how we are supposed to know if he is saying truth if you can't prove it

    • @forasago
      @forasago Месяц назад +2

      @@colbyboucher6391 got what wrong exactly?

    • @colbyboucher6391
      @colbyboucher6391 Месяц назад

      @@widrolo I'm not going to claim to understand any of it technically, all I know is that loads of people who use Unreal (regular people, not just big devs) have argued that he ignored Nanite's real uses (and criticizes it for something it isn't supposed to solve), that it starts to make sense if you're truly cranking your geometric detail and don't want any obvious pop-in. It makes that level of visual quality feasible, while if you were trying traditional LOD the cost would increase exponentially until Nanite is, in fact, faster.

    • @Igivearatsass7
      @Igivearatsass7 Месяц назад +1

      @@colbyboucher6391 If you don't personally "understand any of it technically" then why don't you STFU?!

  • @ChrisScheuer-kv8dr
    @ChrisScheuer-kv8dr Месяц назад +2

    You are really smart man, happy to have you around!

  • @andrewfincher6072
    @andrewfincher6072 Месяц назад +73

    babe wake up new Threat Interactive

  • @nooan79
    @nooan79 5 дней назад

    This channel is fantastic, I've just discovered it. I am a graphics programmer working both in the industry and in on my own engine, I am well familiar with all issues you complain about (esp. flicking of temporal techniques) and I will strive to minimize/avoid them in my projects. Thank you

  • @charlotte80389
    @charlotte80389 25 дней назад +6

    can't wait for your stalker 2 video

  • @kristianstoyanov6149
    @kristianstoyanov6149 20 дней назад +1

    You people are my heroes. I find games nowadays look and run horrible for the reasons you tackle in your videos, I just didn't know the technical explanations for 90% of it.
    Poor game performance and rendering tech make me feel pretty motion-sick, even with good hardware.
    I am massively happy you are around and spreading the word!

  • @koncreate8744
    @koncreate8744 Месяц назад +3

    You are ahead of the game brother. Your final message hits home. We shouldn't be reinventing wheel but innovate upon it instead.

  • @NoxianSoulHarvester
    @NoxianSoulHarvester Месяц назад +1

    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!

  • @fawneight7108
    @fawneight7108 Месяц назад +6

    It is very interesting seeing every single thing happening in the pipeline

  • @benmcreynolds8581
    @benmcreynolds8581 Месяц назад +2

    I haven't seen this level of in depth detail about going into how individual games designed how their game utilizes the graphics card & all the different graphical settings. Amazing work

  • @chen939
    @chen939 Месяц назад +62

    oooh a channel about hating the modern vaseline blur and temporal noise artifacts AND wanting to do something about it

  • @mystrdat
    @mystrdat 17 дней назад +2

    I've been into WebGL programming recently and this in-depth per frame analysis is beyond useful

  • @rafox66
    @rafox66 26 дней назад +8

    Would love to see a STALKER 2 video now.

  • @LucydDev
    @LucydDev 13 дней назад

    Thank you for this video! Aspiring Unreal dev here and thank you for not just sharing your knowledge on the topic of real time rendering but also telling it how it is with Epics implementation of Lumen and Nanite. Both are great for specific use cases, but in the case of lumen those blotchy artifacts, worsened by temporal AA (I actually think TAA looks great most of the time when using Unreal, only looks off while rendering fine details like hair) are the reason why I'm focusing on great looking baked lighting in my current project. Might offer Lumen as an option for GI, but I think my baked lighting looks great as is. If your application is not going to make use of full dynamic lighting (say with a day night cycle) then Lumen CAN bring more issues with artifacting. Also, on lower end 1080p systems I've found nanite to actually hurt performance than help. People think nanite is the savior to optimization, but instead it's a way to be able to use High quality, cinematic level meshes in an optimized manor. Having optimized topology and use of LODS still wins out most of the time IMO especially offering performance to lower end hardware.
    My biggest issue with nanite, however, is Epic thinking it's a replacement for tessellation and completely gutting tessellation in favor of nanite. It very well can be, but it's not quite there yet. From the release of unreal 5 to 5.3 (three whole builds) there was no way to use tessellation and HAD to default to using nanite. Also, no nanite in landscapes. It became a feature in 5.3 but had to be enabled in defaultengine.ini due to it being experimental. So, getting things like real time snow displacement in materials for landscapes was impossible until 5.3. Also, no tessellation in water shaders; have to use nanite or high poly plane. I hear nanite tessellation for landscapes can be buggy even in its official release. Also nanite struggles with thin masked materials like foliage I've found. We're finally getting the things Epic promised years later with the release of nanite but it hasn't been a smooth road IMO.

  • @MyAmazingUsername
    @MyAmazingUsername Месяц назад +9

    Thanks for sharing your deep knowledge and showing the industry how it should be done. Thank you again.

    • @Baddman3000
      @Baddman3000 Месяц назад +4

      This deep knowledge at thie young age is really commendable .

  • @momomonies
    @momomonies Месяц назад +1

    Great video. This is my first video of yours I’ve seen. I appreciate the use of realistic dialog when describing this stuff. During the first couple minutes I thought “what is bro yapping about”, and by the end I thought “damn bro, you ate frfr”

  • @kaeyse
    @kaeyse Месяц назад +3

    Not a Dev, but in general just a curious person, so I appreciate this channel and the awareness it provides.
    I learn a thing or two while watching these videos tho.
    Thanks for the insights :)

  • @forbiddenera
    @forbiddenera 20 дней назад +2

    So impressed. And so glad I'm not the only one thinking it and that someone so well spoken is outing this! This just pwns AAA devs, even better he looks young!

  • @NoNameForUYoutube
    @NoNameForUYoutube Месяц назад +38

    I understand the issues with TAA, specifically with the most basic and bad implementations, because there have been improvements made (by Guerilla Interactive, for instance). But honestly I've never seen SMAA handle specular well, and that includes Frostbite. Specular in NFS 2015 just doesn't look nice, for instance. It shimmers and shifts. While subjective, I'd still go for TAA, but ONLY at very high framerates and rez because of the flaws it brings and its inherent temporal and rez-bound nature. TAA at 30fps or 1080p is just a thing I never want to see, personally. As for TAA being an excuse for poor implementation of things like AO, transparency and translucency - this here I can get behind 100%. Don't like the trend of everything being built around that.
    A side note for Unreal and its overall lighting implementation... You know, it's funny. I've worked with UE since it's version 2 days and it's always been like this with Epic. First, they insisted on Lightmaps for years (for obvious reasons at first), offering very poor alternatives or stuff that is just not enough or never leaves beta implementation (Hello, LPVs!) . So, for the longest time, it was Lightmpaps or bust. It's not that they are bad, per se, but it's just not optimal for all scenarios either.
    Then comes around UE5 and now we see the exact opposite. Away with the lightmaps, welcome to Lumen. No other less resource-intensive solution. I just don't get it. Why is Epic always like that when it comes to lighting solutions. They have such amazing tools for so many things but their lighting pipeline has been so damn stringent for decades.
    Forward vs deferred - another story altogether. It's like a hypetrain... We have Doom Eternal's ID Tech working on forward rendering and doing miracles. But no, "outdated technology". And this brings with it some many pains too. I'm still waiting for UE to implement custom-mesh GBuffer decals (not to be confused with simple masked custom-mesh decals or decals with a mask-dither pattern+AA solution, bleh...). It only supports GBuffer decal actors with this functionality, but not custom meshes. So, pipelines for materials like those used in Alien Isolation, Doom Eternal, etc. are just not available to you in the same capacity.
    UE is often being lauded as being so flexible. And quite often it's deserved. But in other cases - not at all.

    • @ThreatInteractive
      @ThreatInteractive  Месяц назад +24

      SMAA should only be used for basic staircased aliasing/input(for spatial upscaling, which is what FSR1 lacks). For specular aliasing there are many solutions such as filtered mipmaps such as the ones offered in cryengine, extremely cheap specular AA as seen in Half Life Alyx and CS2(or the Square Enix version), and a whole new approach we'll be covering soon. And of course, we're not against sub pixel sampling via more intelligently implemented MSAA or Temporal Subpixel Sampling like 9:20 but without "Standard MSAAx2" sampling and infinite frame holding accumulation buffer.
      Lots of aliasing issues are *specific* and have their own solution. The problem right now is getting all those solutions into one engine the industry uses, so that they can be combined.
      We would like to see you in the discord if you don't mind listing more issues you've personally noticed with UE.
      Thank you for your comment.

    • @snesmocha
      @snesmocha Месяц назад

      @@ThreatInteractiveis there any research documents on specular aa for implementing in another engine?
      Edit nevermind, I found the paper

  • @smurrdog5364
    @smurrdog5364 23 дня назад +2

    For what is Unreal Engine good for? It seems to be completely obsolete with the halfbaked features it offers. Great video! Keep going!

  • @DrathVader
    @DrathVader Месяц назад +108

    Its gonna be so funny if it turns out sony's "custom uscaler" is just xess

    • @KARLOSPCgame
      @KARLOSPCgame 28 дней назад +5

      Even more funny-er since Xess code is not public 🗿 so just copy pasted the dll?

    • @AGuy-vq9qp
      @AGuy-vq9qp 4 дня назад

      Xess is way better than Sony's shit tho

  • @letopizdetz
    @letopizdetz 2 дня назад +1

    My heroes are the early game devs, like the dude that made the original Rollercoaster Tychoon in Assembly to be able to have so many individual objects on basically less hardware than a fridge has nowadays. And all the guys that had to invent math based shortcuts to fit more stuff on an console cartridge.

  • @RoughEdgeBarb
    @RoughEdgeBarb Месяц назад +73

    It's so weird to point out the problems with UE and then discount alternatives, why put effort into improving someone else's commercial product you're literally doing free work for a multi-billion dollar company that doesn't care about you at all.

    • @faultyaxiom
      @faultyaxiom Месяц назад +16

      To me it seemed more like a "We know how the AAA industry is shifting towards UE5 so we'll focus on UE5". These will be the games that will "force" people to get new GPUs. The smaller AA or indie market was never and it's probably not gonna be the one showing the issues present in this video. But I totally get your point since I'm also an advocate for FOSS

    • @jwhi419
      @jwhi419 Месяц назад +1

      @@faultyaxiom hm thing is. indies who do choose UE will not be able to know what they are really doing. Lack of documentation etc

    • @SchrödingersGorilla
      @SchrödingersGorilla Месяц назад +13

      ​@@jwhi419 Lumen, Nanite, etc. are all on by default. And a lot of indie devs just leave them on, not not knowing what they are or what they're intended for, leading to games that are horribly-optimized for no reason. It's easy to say it's the devs' fault, but that ignores Unreal's responsibility in teaching its tools to devs in an intuitive way...

    • @Manimal1920
      @Manimal1920 20 дней назад +3

      ​@SchrödingersGorilla Im sorry but this is almost all wishful thinking. The industry isnt going to care at all about anything except for unreal because its "industry standard". same reason the industry mostly ignores blender and is stuck using autodesk software

  • @GreyDeathVaccine
    @GreyDeathVaccine Месяц назад +2

    Wow, you mentioned my comment. 🙂
    Thanks for addressing my question.
    Your time and effort, so I understand your decision.
    Engines like Godot need to increase their market share.
    But few people want to use them because of... their small market share.
    A vicious circle.

  • @sengan2475
    @sengan2475 Месяц назад +13

    Hope this channel blows up. Not enough people pushing back on temporal AA for it to ever change

  • @Inhumanefool
    @Inhumanefool 14 дней назад +1

    Great video, would love to see a video from you for new developers in what type of options we have to avoid this sort of thing, as a lot of the jargon can be hard to follow and would help with addressing the issue at the beginning of development rather than the end.

  • @Shorty_Lickens
    @Shorty_Lickens Месяц назад +3

    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.

  • @RenzoMorini_857
    @RenzoMorini_857 23 дня назад +1

    just discovered your channel, you're doing the lord's work here. awesome content, keep going

  • @garbo7550
    @garbo7550 Месяц назад +4

    Thanks for continuing to make such well put together content, being effectively a layman it's helped a lot in my beginning to dive deeper into these topics. Kudos

  • @mohamedalhadad9993
    @mohamedalhadad9993 Месяц назад +1

    praying for all of your success!!!

  • @AdamSaeed
    @AdamSaeed Месяц назад +7

    I remember seeing that there are many conferences made by big studios such CDPR that advocate devs to modify Unreal's rendering system and not to use Unreal's default. Wish these would benefit the devs to make something better

  • @olmanggg3
    @olmanggg3 24 дня назад +1

    You are doing a great work, thank you so much. Linking and leaving a comment so I can help you guys.

  • @kevboard
    @kevboard Месяц назад +81

    not baking the GI in this game is such an absolute joke ...

    • @NoNameForUYoutube
      @NoNameForUYoutube Месяц назад +7

      Yes, or any kind of volume-based solution would've been nice too. While it wouldn't bring smaller-scale GI to the same level, the resultant performance or image quality and stability would've been so nice.

    • @detuneCris
      @detuneCris Месяц назад +9

      my take: it's being pushed by either NVIDIA or Epic themselves so they are forced to use better hardware or make use of unnecessary stuff like nanite or lumen (which are cool technologies but need a lot of work). This isn't about incompetence, but most likely about business.

    • @hillybankok
      @hillybankok Месяц назад

      "ohh shiny!"

    • @justinrunner9384
      @justinrunner9384 Месяц назад +2

      Baked lighting causes more issues. Extensive foliage can create issues, and dynamic objects are also a problem, and the lights that cast dynamic shadows won’t influence the baked lighting. Also, the game has many dynamic lighting events, and even the flashlight uses GI.

    • @hillybankok
      @hillybankok Месяц назад +10

      @@justinrunner9384 would you rather play a game that requires you the highest end hardware to play, or sacrifice some realism to have the smoothest experience?

  • @CoreDuoE-fr9lz
    @CoreDuoE-fr9lz 15 дней назад +1

    i wish this guy was optimizing VRChat XD
    cool video!

  • @shervin_emperor
    @shervin_emperor Месяц назад +3

    very well explained and detailed breakdown 👏👏

  • @evansorrell1871
    @evansorrell1871 15 дней назад

    This kind of optimization is something I've always questioned since I went to college for computer science. I'm greatful you are planning to release this so others can utilize it and I pray they do

  • @NafitzK
    @NafitzK Месяц назад +6

    As a graphics programmer, this is super refreshing to see.
    I have been saying for years that all major studios gravitating towards UE5 simply because clueless CEOs have heard about it is NOT a good idea.
    The game itself should always guide the tech behind it. An "all purpose engine" is an inherently flawed concept because you cannot optimize for all possible games made with it.
    The Silent Hill 2 remake has proven that, even with a shiny new and top of the line engine, developers can still make bafflingly poor optimization decisions and try and duct tape it with terrible TAA and DLSS solutions without solving the actual problems.
    This video was super informative! I look forward to seeing more!

    • @wallacesousuke1433
      @wallacesousuke1433 Месяц назад

      So the engine is bad because of the sloppy job by devs? Ok...

  • @Manganization
    @Manganization Месяц назад +2

    I wasn't expecting this type of video and I'm pleasantly surprised. I'm looking forward to seeing more explanations of these topics when it comes to videogame development, particularly UE5.

  • @hardcore_gamer6362
    @hardcore_gamer6362 Месяц назад +4

    Omg I was looking foward to this!

  • @stevenpike7857
    @stevenpike7857 Месяц назад +2

    I love that this is your passion. I don't have the brain power to have any kind of deep intuition of graphics rendering like you apparently do. I think it's great you put pressure on game developers and game engine programmers to do better.

  • @cortez9358
    @cortez9358 Месяц назад +3

    I hope videos like this will make engine better

  • @NeonAmbient
    @NeonAmbient Месяц назад +2

    this is one of the most noble channels i’ve come across.

  • @chocokurz
    @chocokurz Месяц назад +4

    After taking a look back at the UE3 games again, I am shocked how well most of them (even the late era ones like A Hat in Time, MK11 and Rocket League) were actually very well optimized! Could you take a look at some of them sometime and perhaps reflect on how the 3rd version of UE was way better of an era? Thanks, keep up the good content!

    • @OGPatriot03
      @OGPatriot03 Месяц назад

      Are you running them on a system with period correct hardware? Otherwise of course beastly futuristic tech like what we have now can run those old games exceedingly well..
      I liked UE3 generally speaking, however it would stutter a LOT and in almost every title (even with modern hardware, btw). - Now fortunately that stuttering could usually be fixed with a couple of config edits but you know only a fringe few of us bothered to do that. IT was so bad that anytime I got a new game I would look up the engine, specifically because if it was UE3/UDK I already knew what config entries I would make..

    • @randomcommenter10_
      @randomcommenter10_ Месяц назад

      ​@@OGPatriot03 I never have stuttering issues in almost every UE3 game I play, even with no config tweaks.

  • @chillhour6155
    @chillhour6155 2 дня назад +1

    Game engine's peaked in the PS2 era, especially the engine created by criterion, there were so many good looking games running at smooth framerates on the emotion chip

  • @CrashBashL
    @CrashBashL 20 дней назад +3

    Fix the UE traversal stuttering and you'll make waves in the industry. :)

  • @Ali_nossier
    @Ali_nossier Месяц назад +1

    i really love your dedication, work ethic and your persistence to make sure your message is heard. keep it up man

  • @maixyt
    @maixyt Месяц назад +4

    Thanks for the analysis!

  • @thegamergg200O
    @thegamergg200O 12 дней назад

    Simply Incredible. Everything in this video sums up the problems of why most of todays games run like garbage despite the sheer amount of power our computers have. This needs to be more viral to spread awareness.

  • @wydua
    @wydua Месяц назад +15

    30 seconds into the video and i see the TAA doing it's "work" on the hair

  • @ArcanBot
    @ArcanBot 25 дней назад

    I like how you raise the quality of video and finally nice audio! 🎉 Mb, add some back ground music?

  • @shodanargie1574
    @shodanargie1574 Месяц назад +80

    PLEASE TELL US ABOUT TRAVERSAL SUTTER AND WHAT DEVS CAN DO TO STOP IT
    What tools they have, and so on.
    This is my favourite new channel.

    • @mirukuteea
      @mirukuteea Месяц назад +1

      It's stutter from cpu side not gpu

    • @fawneight7108
      @fawneight7108 Месяц назад +21

      @@mirukuteeaDoes it matter if not even a 7800x3d can’t run it properly? It is UE5 fault.

    • @mirukuteea
      @mirukuteea Месяц назад +22

      @@fawneight7108 what i meant is that this channel might not be the best fit to analyze the stuttering since they are focusing on GPU/shading

    • @shodanargie1574
      @shodanargie1574 Месяц назад +1

      Im on a 7800x3d and 4080 and only a mod from Ultra+ maker Lucia managed to rein in the stutter. She also fixed several other ue5 games for me. So clearly SOME people like that modder and Threat know how to handle it

    • @fawneight7108
      @fawneight7108 Месяц назад

      @@mirukuteea oh s**t I didn’t know what, due to how many stuff is still wrong on the gpu side lol. Do you have more info on why traversal stutter is in the cpu side?

  • @midsekta6452
    @midsekta6452 24 дня назад +5

    Patiently waiting for a STALKER 2 video...

  • @shaitanad1190
    @shaitanad1190 Месяц назад +1

    You are doing a very good and useful thing. I work with Unreal 5 on the other side of the world and I am very grateful to you. Success to the channel.

  • @mitsuhh
    @mitsuhh Месяц назад +3

    Awesome video. I'm making my own game in UE5.

  • @blank.e5plus
    @blank.e5plus Месяц назад +1

    i have no idea who you are but im subbing right away, i love this kind of raw data

  • @Tegyukfel
    @Tegyukfel Месяц назад +7

    I personally think this is one of the most important channels in the game development industry right now.

  • @_solitario_3720
    @_solitario_3720 15 дней назад

    and you did it, i subscribed to your channel and you aree now 40k subscribers! cheers! you deserve much more than that.

  • @noquality3587
    @noquality3587 Месяц назад +3

    This video needs more publicity

    • @ThreatInteractive
      @ThreatInteractive  Месяц назад +1

      Share it on major subreddits, Twitter, and Discord!
      Thanks for the support!

  • @thesorenatorexe
    @thesorenatorexe 23 дня назад

    Crazy good video, I’ve been looking for an explanation for why AAA games have such poor performance today. Looking forward to where this channel goes

  • @sengan2475
    @sengan2475 Месяц назад +13

    Would love to see a video on CPU optimization. The original kingdom come deliverence will be a very interesting subject. It still brings modern cpus to their KNEES despite being from 2018

    • @thecardboardsword
      @thecardboardsword Месяц назад +3

      that's because it's a pile of shite

    • @AlphaGarg
      @AlphaGarg Месяц назад +2

      Funnily enough I can run KCD on my laptop specifically because of that. It's an officel laptop, so it has a really good CPU, but a lacking GPU - MX110 :(((
      I like the funny česká hra na hrdiny

    • @sengan2475
      @sengan2475 Месяц назад

      @@thecardboardsword nah it's a great game

    • @bionic_batman
      @bionic_batman Месяц назад +2

      For something that has tons of unique NPCs on screen with extremely complex schedules it runs surprisingly well

    • @florianb.1382
      @florianb.1382 Месяц назад

      Because it's the CryEngine of the time (crysis remasters), so very cpu limited from the get go (and main thread limited) :/

  • @martin-dw
    @martin-dw 12 дней назад

    Im very happy that people like you work in stuff like that, keep going

  • @id104335409
    @id104335409 Месяц назад +22

    What would be the better choice when choosing an engine today? I am convinced Unreal is not going to listen to critique and will remain focused on their own goals.

    • @GlowingOrangeOoze
      @GlowingOrangeOoze Месяц назад +3

      If, like the vast majority of people asking this question, you are an amateur hobbyist, then just download Godot or Unity and start your game dev journey. You've got a lot of learning to do before it's even time to start learning the ins and outs of a rendering pipeline.
      If you're a professional then surely you can think of better resources than a youtube comment section to get your advice from.

    • @raremc1620
      @raremc1620 Месяц назад +4

      If you are just starting out and want to learn, I highly recommend Godot. It's easy to understand, very well documented, and the community is usually very helpful. Also it runs on a potato, and does decently well in both 3D and 2D games.
      If you need something more serious, you can certainly accomplish it in Godot as well, albeit you'd have to put in more of your own work. Unity in that sense could be better in some cases.

    • @wallacesousuke1433
      @wallacesousuke1433 Месяц назад

      @@GlowingOrangeOoze nah, UE is the way to go, you dont even need to waste time learning programming, just Blueprints, so the time saved can be invested in more important, artistic skills

    • @SchrödingersGorilla
      @SchrödingersGorilla Месяц назад +13

      @@wallacesousuke1433 Learning programming is not a waste of time, and using Blueprints to the exclusion of all else is a trap. Blueprints run roughly ten times slower than C++. If you don't use any C++, your game will be needlessly slow and inefficient merely for the purpose of saving developer time, which is exactly the kind of corner-cutting approach this video and the entire channel argue against. If using Blueprints only is defensible, then so is every unoptimized misstep showcased in this video, given the devs were likely under intense pressure.

    • @wallacesousuke1433
      @wallacesousuke1433 Месяц назад +2

      Yes it is a massive waste of time if you're a solo dev, since learning C++ is a useless skill (little demand and the version used by UE isn't even the vanilla C++) that is massively time-consuming, time that you could/should better spend honing your ARTISTIC skills, cuz that's what matters at the end of the day.
      And BP's being slower than C++ doesn't mean anything these days, there are games made entirely with BP that perform better than AAA games with entire teams of programmers working on lol (Bright Memory and Mortal Shell for instance).

  • @MagnoDragon8
    @MagnoDragon8 28 дней назад +1

    This channel is amazing, so much in depth analysis. This is really what we need and will allow developers to understand better and make the right modifications. It just sucks that UE5 seems to be made just to make fortnite better, and everyone else using the engine, well, tough luck.