When Botched GPU Optimization is Eclipsed By CPU issues: Jedi Survivor Full Frame Analysis

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  • Опубликовано: 1 фев 2025

Комментарии • 1 тыс.

  • @ThreatInteractive
    @ThreatInteractive  4 месяца назад +192

    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.
    PLEASE READ FOR UPDATES & RESPONSES:
    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. Some clarification on what was mentioned at 1:46. Sometimes when starting the game, CPU issues cause the frame rate to stay around 35-38 FPS, even though the GPU has room to perform better regardless of V-Sync. Other times, after reopening the game, the CPU issue goes away, and we can use the full GPU to reach the V-Sync limit of 60 FPS. We’ve even hit 72 FPS with full GPU usage when V-Sync is off.
    We have a few methods to avoid this CPU bug like making sure V-Sync is off in the save file, restarting the computer, and launching the game as the first application after booting up (other than Steam or related apps). Once the game is running in this better scenario, V-Sync can be toggled without problems, as long as it’s off before closing or saving.
    However, when using Intel GPA, we can’t seem to get this "good" CPU performance, even with those tricks. This could be due to the complexity of Jedi Survivor, the profiling overhead or vendor application interference. Because of the 35-38 FPS limit caused by the CPU, we use the command r.MaxFPS 30 to make performance comparisons easier, especially when comparing with NFS 2015.
    4. Here are the commands both UE4 developers and gamers can use with many UE4 titles.
    r.TemporalAA.Algorithm 0
    r.TemporalAA.HistoryScreenPercentage 200
    r.TemporalAA.Upsampling 1
    r.TemporalAACatmullRom 0
    r.TemporalAAFilterSize 0.09
    r.TemporalAASamples 2 (MSAA x2)
    r.TemporalAACurrentFrameWeight 0.6
    5. Why is using them in UE5 a bad idea? Because r.TemporalAA.Upsampling 1 in UE5's source code forces a higher value than r.TemporalAASamples 2 which means a higher r.TemporalAACurrentFrameWeight will display lots more jitter. Now if you can V-sync around 120hz, you might be able to get away with it. You can try these commands in UE5 without r.TemporalAA.Upsampling 1 but the reason that's enabled in the first place is for higher quality pixel placement.
    *6. At 6:51, while the depth buffer is the only render target that didn't have a render target clear, our software still shows us that it's being written to. Please take this into consideration when referencing the performance shown.
    * 7. We see some people complain about shimmer in the modified TAA. But people saying this are also the ones who are okay with massive amounts of ghosting and blur in the stock TAA. This portion is not accounting for the neglected content underneath TAA. As we stated in out FIRST video, clear TAA cannot fix broken effects and shaders that rely on smear. DLAA is an absolute joke in motion and the unique footage we showed shook Nvidia so much that they released a "fact or fiction" or in other words *damage control video* in just 14 hours after we made this video to build non-blur biased views to generate from consumers.
    *8. Some good news regarding UE5.5, you can use our TAA commands as long as the newly introduced r.TemporalAAScaleSamples is set to 0! But you should watch our silent hill 2 video showcasing the command there too.
    *9. Regarding the comments on the early Z pass, we're saying it's inefficient and the suggestions we made also imply a change to how we occlude objects using depth buffers.
    *10. In response to Deveno linking our video out context (see our Twitter/X), we analyzed patch 9 to confirm those 8th gen optimizations did not make it to patch 9. The reason most likely is because the project for the 8th gen uses a very modified(optimized) copy of the the PC/9th gen version. Which means they would have to upload the 8th gen version on PC as a separate release or erase the current version on steam due to how unreal and steam work. This is backed up by the backwards compatibility videos showing the 8th gen version running on 9th gen consoles. All the bloated issues are still in the PC version.
    *11. Stay Tuned.

    • @Nago15
      @Nago15 4 месяца назад

      I've tried r.TemporalAA.HistoryScreenPercentage 200 in Assetto Cosra Competizione and while it looked incredible, it absolutely destroyed my performance, if I understand correctly it's the equal of 200% supersampling, so you are rendering in 4K and downsampling to 1080p. Am I correct? But these are still very helpful, only r.TemporalAASamples 2 and r.TemporalAACurrentFrameWeight 0.6 alone does wonders to any UE4 TAA.

    • @snesmocha
      @snesmocha 4 месяца назад +13

      you sir are a blessing to everyone in teaching people just how bad modern optimization really has become

    • @cowclucklater8448
      @cowclucklater8448 4 месяца назад +11

      ​@@snesmochait's not just that, he actually actively teaches ways it can be better

    • @1UPMidget
      @1UPMidget 4 месяца назад +2

      What hardware were you running the game on?

    • @219SilverChoc
      @219SilverChoc 4 месяца назад +1

      Why do you recommend using Vsync and an FPS over 50 for the tweaked TAA to work best? I almost always rely on Freesync/VRR over Vsync nowadays, usually with an FPS cap which can reduce input lag if it’s ingame/engine.

  • @simonwest6002
    @simonwest6002 4 месяца назад +1676

    These devs did brag about how quickly they put this game together. And it shows.

    • @fearedjames
      @fearedjames 4 месяца назад +122

      Its a shame. It really is a massive upgrade over the last game gameplay wise, but the performance is so, so poor.

    • @Nazara50000
      @Nazara50000 4 месяца назад +42

      I was about to post a comment mocking whoever at Respawn said that but then I went and reminded myself of the Jedi: FO release date, and they did very well with around 3 years of development time through covid (so not even a proper 3 years) even tho the game's performance is fucked. Shades of 7th gen era but they fell short. Sure bragging is out of touch but not sure what this comment is waffling about

    • @ShuckleII
      @ShuckleII 4 месяца назад +38

      LMAO, reading this right after saying that the devs were probably rushed is hilarious. Who brags about making a game in record time? Brag about how happy and comfortable the devs were while making the goddamn video game, it's hard mental work.

    • @soviut303
      @soviut303 3 месяца назад +24

      @@ShuckleII The people who brag about that aren't "the devs", it's management.

    • @815TypeSirius
      @815TypeSirius 3 месяца назад +7

      Modern game devs are horrible and also the work flows are beyond outdated. This is literally because working at a game dev is only what unlucky bottom tier programmers do.

  • @HankBaxter
    @HankBaxter 4 месяца назад +3047

    This guy is basically confirming what we all suspected: as hardware gets better, devs get sloppier, and customers don't benefit.

    • @jorge69696
      @jorge69696 4 месяца назад +435

      Devs have less time and more pressure to make games faster. John Carmack wouldn't be able to deliver Doom and Quake today.

    • @crestofhonor2349
      @crestofhonor2349 4 месяца назад +233

      It's not the hardware's fault. It's rushed development causing issues

    • @doltBmB
      @doltBmB 4 месяца назад +110

      low level API's don't help, we've traded the security of a stable foundation made by a select group of experts for the vague promise of potentially higher performance if everything is made right everytime by an unrealistically competent dev

    • @sasjadevries
      @sasjadevries 4 месяца назад +162

      I would state it this way: tech influencers usually benchmark hardware, not software.
      They always answer the question how well a GPU runs a given piece of software, and never do it vice versa.
      Threatinteractive is finally someone who flips it, and benchmarks software on a given piece of hardware.

    • @camerbot
      @camerbot 4 месяца назад +26

      i like dijkstras view on this "when computers were small there were no problems when computers became big problems became gigantic it is indeed hard to make performant quality software nowadays

  • @DaanPol
    @DaanPol 3 месяца назад +540

    The problem is that these studios hire mostly cheap juniors to work on these titles. More seasoned proffesionals are too expensive to keep on and are usually fired at the end of each project to start the hire cheap cycle again. Biggest offender in this is Forza. After every release the entire technical team is fired and the wheel is literally reinvented with interns and cheap juniors dying to prove themselves. The problem isn't studio laziness, it's incompetence and cost cutting.

    • @Hirokuro_Asura
      @Hirokuro_Asura 3 месяца назад +65

      Cost cutting and yet they still announce the budgets of hundreds of millions... I don't like to count someone else's money, but I'm really curious about where these budgets go besides the studio's CEO's and directors' pockets. Or rather what's the percentage of the budget that actually went into making of the game.

    • @odg1190
      @odg1190 3 месяца назад +23

      @@Hirokuro_Asura They probably do something like your state government does. Cut corners on projects, leftover money goes to general funding, and they siphon that general funding into projects they want that will line up their pockets.

    • @neinaknhein5590
      @neinaknhein5590 3 месяца назад +4

      It could be both as well!

    • @e2rqey
      @e2rqey 2 месяца назад +11

      The fact they don't realize this isn't actually profitable is fking wild. All of wall streets biggest winners are the companies who focused more on long term investment and didn't prioritize temporarily short term gains that were unsustainable or directly self destructive in the medium to long term.
      These companies that chase investors by focusing on the short term quarterly results to the expense of everything else are basically doing the corporate version of simping

    • @mustafaherhangibiri
      @mustafaherhangibiri 2 месяца назад +9

      I completely agree; look at cyberpunk they used budget to hire Keanu instead of competent devs plus they changed so many directors for a single game and every single time massive work got trashed started from ground up again. They don't have single idea about how to manage game development these days and it shows. This was top of my head any many more like this we didn't hear out.

  • @aicraglednay
    @aicraglednay 4 месяца назад +741

    The voice the industry needs to hear.

    • @ThreatInteractive
      @ThreatInteractive  4 месяца назад +116

      @@aicraglednay Thank You so much!!! We are honored.

  • @forasago
    @forasago 4 месяца назад +1208

    over 5 ms for basically static lighting is insane. in an optimized game 5 ms are the entire CPU frame time.

    • @Aidiakapi
      @Aidiakapi 4 месяца назад +69

      The video analyzes GPU time, not CPU time.
      5ms means nothing, "poorly optimized" games from a decade will run like that on modern hardware. If you shipped a game on a console, that outputs 4k 120FPS, and it runs its frames at 5ms, you still left 3.2ms on the table that could've been used to improve the visuals or image quality.
      What matters is not some arbitrary frame time, it matters what the cost for the resulting visuals is, and yes, for many titles, that's underwhelming.

    • @Beam_Teamer
      @Beam_Teamer 4 месяца назад +71

      @@Aidiakapi Lol no

    • @Dremth
      @Dremth 4 месяца назад +95

      Game dev here. It totally depends on what type of game we're talking about and what graphical settings. A game like this couldn't possibly hope to get an entire CPU frame down to 5ms on modern hardware. Around 3-5ms CPU alone would likely have to be devoted to just rendering-related tasks such as culling, submission to the GPU, read-backs, UI updates, etc. And that's none of the gameplay itself, or any other underlying systems like scheduling, audio, etc., which you'd be looking at probably at least another 5ms+ for that. General optimization only gets you so far, especially when we're talking about something that's multi-platform and running on a bulky 3rd-party engine. Maybe, just maybe, they could've spent another year or two doing nothing but optimizing the hell out of it to get it running as perfectly as possible on all platforms, but that's rarely economically viable, and it still wouldn't hit 5ms, especially not if they're using UE Blueprints.
      All this is to say, yes, the game is poorly optimized, and should be better, but saying a large game like this could have ever possibly hit 5ms CPU time on modern hardware is completely unrealistic. And even if it was, it wouldn't matter, because the GPU time would still easily eclipse that. In principle, yes, there's usually a way to get it done, but it's rarely feasible.

    • @ThreatInteractive
      @ThreatInteractive  4 месяца назад +125

      @@Frisbie147
      RE: he doesnt even realise that the game already has the rtao that he recommended
      It's not RTAO, it's GTAO and mentioning unreal's implementation isn't worth our viewers time because it's a slow and poor implementation.

    • @ThylineTheGay
      @ThylineTheGay 3 месяца назад +26

      @@Aidiakapi but the point is that it's 5ms that's almost entirely wasted/needless, in this case, a _third_ of the total render time
      and anyways, ideally there is some headroom so particularly intensive scenes/moments don't stutter

  • @commandertaco1762
    @commandertaco1762 3 месяца назад +189

    Devs expaining why they need 200k tris to render a cardboard box:

    • @AlixRocheleau
      @AlixRocheleau Месяц назад +15

      Those pipes models are insane, did no one check the juniors work wtf

    • @Kaiwala
      @Kaiwala 27 дней назад +2

      REEEEEEEE

  • @4.0.4
    @4.0.4 3 месяца назад +614

    DLSS 5.0: render one frame per second, and interpolate the rest.
    DLSS 6.0: use generative AI to imagine what _that_ frame would probably look like.

    • @testplmnb
      @testplmnb 3 месяца назад +111

      DLSS 7.0 uses You to predict how the game should look like!

    • @Teasuti
      @Teasuti 3 месяца назад +36

      @@testplmnb aka just read a book. :D

    • @gazehound
      @gazehound 3 месяца назад +36

      ​@@Teasuti DLSS 7.0: Your own imagination

    • @ever611
      @ever611 3 месяца назад +47

      DLSS 8.0: Forces you to blink to stop rendering in each frame your eyes are closed

    • @quaker5712
      @quaker5712 3 месяца назад +16

      DLSSX Requires a separate AI card.

  • @JackWse
    @JackWse 3 месяца назад +271

    The best practices for TAA absolutely made my teeth grind when I saw that gdc .. it's like no one cares about how the game looks in motion, they only care about how it looks with a screenshot.

    • @EyeOfJanuary
      @EyeOfJanuary 3 месяца назад +18

      screenshots are what advertise the games jraphics

    • @cikame
      @cikame 2 месяца назад +24

      @@EyeOfJanuary That used to be true, but i think most people look at games pre-release via RUclips now and the infamous bitrate hides the crimes.

    • @brawler4456
      @brawler4456 Месяц назад +3

      @@cikame well, i mean, now the way youtube looks, is how it looks in game as well lolol

    • @NeonAtari
      @NeonAtari 23 дня назад

      RDR2 all over again

  • @dest1658
    @dest1658 4 месяца назад +607

    It's problematic when the main character's actor knows more about game optimization than the developers.

    • @jose131991
      @jose131991 4 месяца назад +58

      😂😂😂😂

    • @Hpalhazred
      @Hpalhazred 3 месяца назад +11

      😂😂

    • @EchoObserver9
      @EchoObserver9 3 месяца назад +36

      I actually considered you were legit because of how similar they look XD
      I had to check!

    • @odg1190
      @odg1190 3 месяца назад +1

      If I didn't watch Cameron on Shameless and Gotham I'd of been so confused to see someone who looks like him ripping into the game

  • @xalener
    @xalener 4 месяца назад +234

    Cal Kestis out here tearing down his own game

  • @Potentially_Hacker
    @Potentially_Hacker 28 дней назад +11

    I know you haven't been doing youtube for very long, but I am actually very impressed with how much more comfortable you look recording, the commentary and everything sounds so much cleaner than your first videos, keep up the good work!

  • @rgergazas
    @rgergazas 13 дней назад +3

    I've been experimenting with ray tracing on and off for years, starting with the first Star Wars ray tracing demos. However, my focus has often been on other jobs that required non-ray-tracing workflows and Unreal Engine 4 (mainly because I relied on plugins that weren’t available in Unreal 5 at the time). Now, I’m fully committed to tackling these challenges. Your analysis and insights have been invaluable as I’ve been exploring and trying to address the issues mentioned above, albeit with limited success. Thank you for your detailed and eye-opening videos!

  • @Sioolol
    @Sioolol 3 месяца назад +270

    This dude gives vibes of a person who does work of four people better than the ones who currently does it, and this people come to you complaining he has "bad attitude" towards them.

    • @NonsensGaming
      @NonsensGaming 3 месяца назад +32

      this is a common ego issue in the dev space

    • @19CD91
      @19CD91 Месяц назад +2

      Real

    • @AgentSmith911
      @AgentSmith911 Месяц назад +11

      I'd argue most people react to criticism or even constructive feedback as personal attacks. It's sad.

    • @mioszstudzinski2957
      @mioszstudzinski2957 Месяц назад

      ​Sometimes you can find "SeAsonED dEvS" (aka self proclaimed seniors that got hired after actual senior lay-off, somehow managed to push a single AA/AAA title that flopped, then got hit by a second wave of lay-offs) reposting Threat's videos and bi*ch about he doesn't know what he's talking about and doesn't understand our lord and savior NVIDIA. Meanwhile all the other (real) veterans of the industry are praising his videos. My favorite comedy show for past few weeks.

    • @The_Noticer.
      @The_Noticer. 27 дней назад +2

      Sounds like my engineering dept.

  • @nakofoefire
    @nakofoefire 4 месяца назад +265

    TAA is indeed being butchered - Hell Let Loose has multiple TAA presets, but none provide good AA. The community found a good preset that produce better results than the presets provided by the developer. Fortunately, the developer listened to the feedback and included the community preset along side the other presets (unfortunately not enabled by default). For a PvP shooter where every moving pixel is important, this is extremely valuable.

    • @SynthwavelLover
      @SynthwavelLover 4 месяца назад +20

      I luckily found the "Community TAA" option by chance. I was using the standard TAA and it looked... odd especially when aiming near windows. Searched around and found the Community TAA tried it and it did way better.

    • @ShuckleII
      @ShuckleII 4 месяца назад +15

      Anti-aliasing ghosting must be garbage when you're trying to determine the exact shape to aim at in a competitive shooting game. And I'm annoyed at it without playing shooters.

    • @testplmnb
      @testplmnb 3 месяца назад +8

      The only good AA is SSAA

    • @sengan2475
      @sengan2475 3 месяца назад +6

      Taa is the worst thing to ever happen to video games. Ps3 games at 720p look miles sharper and more stable than most games at 1440p with taa today

    • @mr_confuse
      @mr_confuse 3 месяца назад +5

      @@testplmnb MSAA is the performance friendly option which I'd like to see more of

  • @axlfrhalo
    @axlfrhalo 4 месяца назад +49

    the most interesting parts of these vids is the breakdown of the pipeline and all the stuff that happens, just fun to learn about

  • @yourdignity513
    @yourdignity513 4 месяца назад +234

    Need more of such content. UE5 being more widely adopted is a disaster. People are made to believe that snake oil solutions like upscaling and frame gen is the way forward and I'm glad there are at least a few of us who can see through this BS.

    • @nickochioneantony9288
      @nickochioneantony9288 4 месяца назад +34

      I remember in 2019 when 'Upscalling' is a premium feature that only the latest gpu (rtx 20 series back then) can only achieve.
      But nowaday games looks absolutely dogshit in performance if we disable upscalling. The latency in Frame Generation is also laughable in the current state.
      I don't know why nvidia & amd pushing these feature, as it is still premature in reaching the desirable graphical videlity... It even makes the whole debacle of Stagnation in current console generation.

    • @256shadesofgrey
      @256shadesofgrey 4 месяца назад +31

      @@nickochioneantony9288 AMD does it because nvidia did it, and people stopped buying AMD GPUs because they didn't have those features.
      Also upscaling is a great way to get more fps without throwing more hardware at it, the problem is that game devs now assume that it will be used so they put even less effort into optimizations hoping that upscaling will pick up the slack.

    • @C3l3bi1
      @C3l3bi1 4 месяца назад +8

      @@dra6o0n lol what? amd did it because nvidia did it, thats literally for profit.

    • @ShuckleII
      @ShuckleII 4 месяца назад +5

      If you can't give me a full resolution clear image, you're trying too hard. If you need low resolution visual effects and ghosting everywhere to make the game work, you're selling clown vomit.

    • @TheOneAndOnlySame
      @TheOneAndOnlySame 3 месяца назад +2

      @@dra6o0n Please explain. I know how blackrock/vanguard/street state etc are (the World Economic Forum members actually) push Wokism but dlss etc?

  • @ThiagoVieira91
    @ThiagoVieira91 4 месяца назад +52

    I a web developer so I have little knowledge about these topics. But I research them after watching and more and more i Understand why games have been so heavy lately, especially UE games. Thank you!

  • @sladoid
    @sladoid 11 дней назад +2

    I'm so glad to see a video of something I knew all along but couldn't explain. Thank you!!!

  • @beetheimmortal
    @beetheimmortal 4 месяца назад +375

    So most of the optimization techniques are things that already exist in many older engines, such as the legendary CryEngine tessellation? Engines and devs really are developing backwards...

    • @SuperXzm
      @SuperXzm 4 месяца назад +117

      First of all. The old toy is not as interesting as a new one.
      Second. Modern development is artist driven, so basically engineers are trying shove in ridiculous models and gorillions of autogenerated shaders and choose the most bruteforce and foolproof methods.

    • @beetheimmortal
      @beetheimmortal 4 месяца назад +74

      @@SuperXzm Pretty on point. We used to talk a lot about TECHNOLOGY, nowadays it's just needlessly high-poly models shoved into everything, and everything else took a nosedive.

    • @Girugi
      @Girugi 4 месяца назад +56

      It's important to also be aware of that old tech which seemed good at that point actually had many limitations and didn't actually scale well. Tessellation is one such thing. It actually worked very poorly in most cases. There is a reason that a lot of terrain solutions does their own tessellation, and why we got the mesh shaders instead. But neither tessellation nor mesh shaders work well with ray tracing and they need speciall pre processed data. There are many things left to figure out. Modern rendering can do a lot of cool things, but it's also very complex to combine and use all of it together.

    • @jose131991
      @jose131991 4 месяца назад +10

      @@Girugivery well put analysis

    • @delphicdescant
      @delphicdescant 4 месяца назад +23

      They used Unreal Engine.
      Which is to say, they used someone else's general purpose off-the-shelf engine.
      Which is to say, they're not in the same league with the sorts of developers who have in-house engines.
      Is this an oversimplification? Yes. But it's a youtube comment, so who cares.

  • @johnclark926
    @johnclark926 4 месяца назад +72

    19:41 Holy crap, I’ve wanted something like this the moment I turned on per-pixel lighting in Dolphin. It has always bothered me how we’ve basically solved the smoothness of a model’s surface but we have nothing when it comes to the paltry few edges, as usual this issue was solved in 2008 and nobody ever heard about it because of the chaos of information.

    • @1r0zz
      @1r0zz 3 месяца назад +9

      Haha “nobody heard of tessellation” lol. Right.
      Tessellation is much MUCH less optimised than topology, very complex to iterate modelling wise(for saving, what, few k of poly?), and prone to tank games due to shoveling un-checked amounts of dynamic geometry in the rendering pipeline. As proven by crysis2.
      Oh. And since it is not topology, every detail stretches the 2d textures, rendering it useless for any real detail other than noisy stuff like sand, rocks or asphalt…
      It is also problematic to use in many modelling styles and level design.

    • @notsogrand2837
      @notsogrand2837 29 дней назад +2

      ​@@1r0zz No, Crysis 2s tessellation problem was Nvidia playing dirty with AMD in an attempt to make them look bad.

    • @KookoCraft
      @KookoCraft 26 дней назад +1

      lol what? Nobody's heard of tessellation?

    • @johnclark926
      @johnclark926 26 дней назад +1

      Alright, just to clarify, yes I’ve heard of tessellation before. I’m a layman, but AFAIK it’s the thing that smooths out models by breaking them into smaller and smaller triangles, and I know it’s fallen out of popularity because the performance cost vs fidelity ratio is terrible. That’s not necessarily what I’m interested in though.
      What I’m actually interested in is the specific variant demonstrated in the video that’s adaptive (edge only). From what he’s saying, it sounds to me like it’s not blowing performance by tessellating the whole and only focusing on the outline of a model depending on the camera’s perspective, which is new to me since I’ve never seen any game only tessellate the silhouette.

    • @1r0zz
      @1r0zz 26 дней назад +1

      @@johnclark926
      “Siluette tesselation” has been implemented and (maybe? Sometimes what a dev say and do are different) used in sniper elite 5 (or 4?)
      Personally it still has the normal tessellation problems, especially when used only as dynamic “smoothing”, especially when using them on characters.
      A modern game character can go as far as 500k polygons(and even more), and while a lot of those can be used on hair cards, there is still a lot of detail left for face and body.
      For the gameworld the problem is more complex. As said before is more complex to have a topology that allow good quality tessellation.
      Many times it’s better to have good topology and well designed textures than any tricks or effect.
      Of course there is a cultural problem. “Gamers” and “journalists” lacks knowledge or understanding, yet express opinions like there is no tomorrow.

  • @LuizFelipe-lk1hs
    @LuizFelipe-lk1hs 3 месяца назад +14

    I'm glad for people able to call those things out because, even though I can notice something is off, I can't tell properly what is wrong.

  • @KingKrouch
    @KingKrouch 4 месяца назад +146

    0:45 - LOL Redditors are bootlickers, they'll tell you the FOX engine looks terrible and only runs well because MGSV is a desert, while under the same breath giving Epic Games the glaze constantly. Two PS3 rhythm games (The Project DIVA F games) locked itself to 30FPS compared to the 60FPS in previous entries, and was one of the first games to be emulated on RPCS3 with high framerates, and it didn't use any of the SPU cores that the PS3 had. I don't buy the "Just because it's on consoles, that means it's magically optimized" narrative.

    • @hitler69
      @hitler69 3 месяца назад

      those arent bootlickers, those are just stupid.
      bootlickers can be smart. those people arent.

    • @AROAH
      @AROAH 3 месяца назад +7

      It’s kind of nuts that DIVA F and F 2nd didn’t use one of the PS3’s main features when it was exclusive for that platform. Now that I think about it, I think X ran at 30FPS, too… or maybe that was only on Vita… I don’t really remember since I dumped it after Arcade came out.

    • @Internetianer
      @Internetianer 3 месяца назад

      @@AROAH X ran at 60 on PS4, only on the Vita was it 30.

    • @KingKrouch
      @KingKrouch 3 месяца назад

      @@AROAH X only ran at 30FPS on the Vita. The PS4 had upgraded visuals and ran at 60FPS.

    • @youtubehandlesux
      @youtubehandlesux 3 месяца назад

      fox engine does look like shit tho, I think at least in mgs5 it uses reinhard tonemapping like it's 2003 for some damn reason

  • @LuizMoratelli
    @LuizMoratelli 4 месяца назад +268

    This content is in a new level of quality, please keep pushing stuff like that! :D

    • @pwhv
      @pwhv 4 месяца назад +9

      Agree

  • @SpencerMagnusson
    @SpencerMagnusson 4 месяца назад +36

    I appreciate Cal having the courage to speak up about his in-game performance.

  • @flexygun3163
    @flexygun3163 4 месяца назад +464

    men diginal foundry need to see this dude

    • @ace100hyper3
      @ace100hyper3 4 месяца назад

      They would disagree, they are pro-TAA :)

    • @HankBaxter
      @HankBaxter 4 месяца назад +192

      I doubt it's in DF's interest to expose how devs are getting sloppy or are colluding with hardware companies to make people have to upgrade more.

    • @starbez
      @starbez 4 месяца назад +6

      ​@@RADkate *videos

    • @KingKrouch
      @KingKrouch 4 месяца назад +54

      @@RADkate I mean, PC Gamer doesn't review PC port quality anymore and they only spit out an article about it when a game gets reviewbombed and they want to spin the "consoles good, pc gamers are pathetic gamergaters" crap.

    • @comedyguy911
      @comedyguy911 4 месяца назад +27

      @@HankBaxter Majority of money is made on the console side, but you can keep spewing this conspiracy.

  • @CharlesVanNoland
    @CharlesVanNoland 4 месяца назад +22

    I like the idea of an "occlusion potential" for determining whether meshes should be included in the depth pre-pass. The volume of the mesh might be useful (assuming all meshes are "airtight" without any missing faces - or a heuristic approach could be used to guesstimate virtual faces when calculating mesh volume) which would be stored in a table on the GPU. Then the omission of the occluder from the depth pre-pass would be dependent on the mesh's volume divided by the distance from the camera (and scaled by the tangent of half the camera FOV angle, etc). However, if there are a lot of open meshes used for things like wall pieces and whatnot, that are just a bunch of front-facing triangles and not a closed airtight surface manifold, perhaps the mesh's total surface area would be better instead? Surely there's a combination of mesh size, volume, and surface area that would be a good heuristic for which meshes should actually be used for calculating the occlusion potential. Just using the AABB of a mesh, or the spherical size of a mesh (i.e. center of min/max AABB and distance to farthest vertex) doesn't account for meshes with a lot of holes/cracks/gaps and would still include them in the depth pre-pass. This is something I'll be thinking about for a while.
    For cylindrical object rendering it seems like some kind of "beam particle" representation could be used instead, where you're literally just passing points along the axis of the geometry to the GPU and it's generating a screenspace triangle strip that has the proper cylindrical worldspace coordinates and texture coordinates calculated for each fragment to create the illusion of a cylindrical object conformed along the polyline. This would require some maths to accommodate for perspective projection so that the illusion doesn't fall apart as the camera moves closer to such geometry, but I believe it's something worth looking at.
    At the end of the day though, it's really the lighting compute that is the meat of this game's frame time and it would be a lot of fine-tuning all of the other phases of rendering a frame just to squeeze out a few more fractions of a millisecond per frame. These guys didn't write UE's renderer, they just made a game with it - and likely didn't respect hardware limitations and performance as much as they should've.
    I also wanted to say that it's important to distinguish between frustum culling and occlusion culling. Coarse occlusion culling on the CPU can go a long way when there is a lot of individual geometry in a large scene, and it's something that a lot of modern engines completely forego - instead relying on the GPU just having thousands upon thousands of individual meshes thrown at it for it to contend with. The Godot game engine, for instance, had zero occlusion culling for a long time (after it had gained 3D rendering capability) and relied exclusively on frustum culling. Back in my day, you didn't have a game engine unless you had an occlusion culling algorithm. Heck, if all you had was an occlusion culling algorithm then you had the central core foundation of a game engine upon which the rest of its bells and whistles could be built. I couldn't believe Godot was a 3D game engine with zero occlusion culling whatsoever, and calling itself a "game engine". Anyway, I digress...
    I think it would've been useful for the curious newbies out there if it had been made clear that the "depth mipmap" and "HZB" are one-and-the-same. HZB = Hierarchical Z-Buffer, where a max() miptree is generated from the depth buffer by taking the largest value (i.e. the closest Z value, because depth is stored inverted, as 1/Z) out of each 2x2-pixel area of one mip level to be used as the depth value for the next higher mip level's pixels, rather than averaging them together like a regular mipmap. I don't think you need to explain all the ins-and-outs of graphics rendering, but it's my opinion that people who are still learning would get more value out of your content if you pointed out the non-obvious. Instead of saying "HZB" just say "hierarchical Z-buffer", for instance. I think that this more informative content could be made more accessible, in terms of its informational content, to the audience that existing tech tubers have. I, for one, am tired of just seeing framerates, but then again I've been a graphics coder for 25+ years :P
    I look forward to more videos like this :D

  • @albarnie1168
    @albarnie1168 4 месяца назад +63

    Some notes:
    depth prepass cannot be a different resolution use different geometry, because this woild cause black artifacts. The prepass is also used for fragment culling afaik.
    Gtao is on unreal, but has smearing issues and does not wprk well with dithering and depth blending - and depth blended materials would render as dark blobs. There is also a bug in ue4 that causes gtao to essentially not work, that the fix needs to be backported from ue5.
    Temporal aa upsampling is unnecessary for most uses and imo is too expensive to be worth it, unless you are rendering to a lower resolution (which ue5 uses by default, thanks to its superior upsampler)
    You can implement a technique similar to the face culling you described, it cam help with the reliability of hardware occlusion and precompited visibility, but because you cannot prioritize certain objects in the prepass over others. You could use unreal's software culling set to only use those objects, but really the cheapest solution is to use smartly llaced distance culling volumes calibrated based on the distance.
    For some features, the full depth prepass cannot be disabled as it is used for other things.

    • @ThreatInteractive
      @ThreatInteractive  4 месяца назад +24

      GTAO is in UE, but it's pretty slow with reference.
      You can even find mobile implementations but not in unreal.

    • @4ikibrikivdamk3
      @4ikibrikivdamk3 3 месяца назад +1

      There was mod for GTAO in Survivor, I tested it and it worked, the visuals in open environments are surprisingly close to Ray Traced ones.

  • @offroadskater
    @offroadskater 3 месяца назад +34

    I wish all games were as polished as this dude's face. Not dissing. He is taking care of himself. I've never been this well put together in my life.

    • @TheNumeroUno1
      @TheNumeroUno1 3 месяца назад +7

      Is it not a computer rendering...?

    • @Igivearatsass7
      @Igivearatsass7 3 месяца назад +14

      @@TheNumeroUno1 No, Kevin Jimenez is a real human. I work with him. He works out, does not drink or do drugs. Italian, Spanish heritage & of course American. He is a VERY hard worker and he deserves so much support.

  • @JazzThompson-z2h
    @JazzThompson-z2h Месяц назад +12

    Please keep going after these major companies and exposing their crappy products!

  • @liaminwales
    @liaminwales 3 месяца назад +83

    You got my sub by 15 mins, this is the content Digital Foundry is missing.
    I look forward to more technical deep dives, get more and more deep on the subject!

    • @ThreatInteractive
      @ThreatInteractive  3 месяца назад +33

      Thank you! Share in popular discords and gaming subreddits!

    • @guyjackson4165
      @guyjackson4165 3 месяца назад +36

      Digital Foundry is a bunch of tech fans being fan(boy)s, not a bunch of tech experts offering critiques.

    • @e2rqey
      @e2rqey 2 месяца назад +5

      ​@@guyjackson4165I'd say it's more because most people watching RUclips lack the interest or attention span for it. RUclips tends to force creating content for the lowest common denominator. Even if they could do more granular technical analysis, the number of videos they just produce, combined with the fact that there is just a bigger market for more surface level content.
      Then you have to throw access journalism into it and the fact they are always trying to stay in the good graces of developers, which means they often end up pulling their punches. which is why they also get a lot of those pre release/early access to content and hardware that they would otherwise not get. I think John and Alex are capable of making these kinds of videos, it's just that as DF has become more mainstream the decision to do so would be at the expense of revenue and potentially business relationships.
      That being said, a lot of the other DF ppl do seem to lack the depth of technical knowhow or are more biased than one would want and seemingly not even aware of that bias.

  • @MrGlockshna
    @MrGlockshna Месяц назад +5

    Honestly really nice to see someone who actually knows what they are talking about and can show their work explain what I as a Layman have been feeling for the past 8 to 10 years of playing AAA games. That feeling has been that while games objectively look a lot better than they did 10 years ago, the advancement is not on par with the advancements in compute power, and performance bandaids have been stacked so thick that I constantly feel like someone smeared Vaseline all over my screen. Hope fully this gets enough traction that statements like “60 FPS without relying on TAA” become a badge of honor for games enough to convince developers to invest in making it a reality.

  • @zentojamorn
    @zentojamorn 3 месяца назад +3

    Thanks for a very detailed video.
    There are a few points I would like to add.
    - Depth prepass became a new standard whether with occluder meshes or actual geometries or reprojected from the previous frame (see GPU-driven rendering pipelines). It often makes things faster (but not always). It is also mutually exclusive with occlusion culling. You can use both.
    - Tessellation doesn't work well with reprojection algorithms (TAA, ...). The tessellation makes it very difficult and expensive to calculate motion vectors between two frames.
    - GTAO is great but it doesn't solve blurriness. In GTAO's presentation (page 96 "spatial denoiser details"), you can see that the final SSAO they use is as blurry as SSAO in NFS.
    - Biggest downside of GI algorithms (PRT / Precomputed Light Probes / Voxels) that require baking is time. It usually takes many hours (can be a day if your scene is big) before the artists could verify their changes. Nowadays, the gaming industry is less and less profitable and they have to ship the game faster. I can understand why they'd go this route.
    If you mentioned these things in video but I missed it, I would like to apologize in advance.

  • @zzzzzzz8473
    @zzzzzzz8473 4 месяца назад +7

    great observations and explanations , these are fantastic ! lots to think about . at 17:39 the idea of using blockers for early cheap culling reminds me of how "portals" were used in BSP engines , and other very controlled methods of occlusion optimization like precomputed "Potential Visibility Sets" . it does seem like there is potential to revisit these concepts from an automated approach like how Hierarchical LODs distance is calculated , a simulation of the gameplay and possible view angles could generate the PVS along with help from level artists placing "occluder" objects like the walls you mention .
    the distaste for temporal AA is understandable , mainly because of how intertwined now it is with other systems and how every vfx / shader is tuned under those conditions , that to change away from the blurry softening temporal AA has to fix the look of the environment can often then make the vfx and shaders that were tuned UNDER TAA look incorrectly intense and deepfried as the artists were making adjustments to try and overcome the TAA blur .

  • @s1acr457
    @s1acr457 Месяц назад +2

    Love your stuff, I have been wondering about this for a while now, it's nice to see someone pointing it out!

  • @JerryFlowersIII
    @JerryFlowersIII 3 месяца назад +5

    I've struggled to conceptualize what a good typology could look like when the object could be viewed from any angle, so when you criticized it here I wasn't quite with you but curious, then you pull out camera based edge tessellation. With my limited knowledge at least, that seems like a great solution. Really won me over right there.

  • @ericwheelhouse4371
    @ericwheelhouse4371 21 день назад +1

    Man I recognized how amazing battlefront looked and played. I wish they would apply everything good about it to the old gameplay

  • @Graype07
    @Graype07 3 месяца назад +4

    That was awesome. Please more of these full-frame breakdowns

  • @winj3r
    @winj3r 4 месяца назад +65

    I have to point out a few things regarding the TAA.
    - r.TemporalAA.Algorithm ; this setting controls whether the game uses TAA Gen4 (0) or Gen5(1). Gen 5 is a newer form of TAA that has better coverage, less pixel shimmering and better image clarity. But it costs more. Depending on the GPU, it can drop performance by around 10%.
    - r.TemporalAA.HistoryScreenPercentage ; from my experience, this setting does nothing in most UE4 games. UE5 has a similar setting, that actually works and improves image quality. A value of 200 has become the default value since UE5.2
    - r.TemporalAA.Upsampling 1 ; This is already the default value for UE4. But considering that you are using native resolution, it does nothing. Should be used with r.ScreenPercentage to define the percentage of base screen resolution.
    - r.TemporalAASamples ; This is not MSAA. This is the number of jittered positions for TAA. Default is 8 in UE4. From my experience, higher values result in a sharper, more detailed image, but with more pixel shimmering. Lower values result in less pixel shimmering, but a blurrier image. I prefer a value of 4.
    Best regards

    • @ThreatInteractive
      @ThreatInteractive  4 месяца назад +24

      r.TemporalAA.Algorithm is the TSR prototype and has significantly blurred motion.
      HistoryScreenPercentage 200 and Upsampling 1 is why we end up with 4k buffer. It absolutely has impact on quality, it's even stated in the TAA paper by Brian Karis. These two benefit motion, not still camera scenes.
      r.TemporalAA.Samples 2 and 4 uses the same sample positions as standard MSAAx4 or x2.
      For instance Decima's TAA alternates between two sample positions like r.TemporalAA.Samples 2 but doesn't use the standard MSAAx2 sample positions.

    • @winj3r
      @winj3r 4 месяца назад +3

      @@ThreatInteractive I found that TAA Gen5 has much cleaner image and fewer ghosting artifacts. Mind you, I always disable motion blur. Always.
      I have never seen a UE4 game benefiting in image quality from HistoryScreenPercentage 200. Of course, I have not tested all games.
      MSAA samples the edges of polygons at a higher rate. TAA samples neighboring pixels.
      This why MSAA has a significant cost to performance, while TAA is close to being free.

    • @Hybred
      @Hybred 4 месяца назад +13

      ​@@winj3ryou didn't understand what he was trying to say based on your MSAA comments. He's not saying the sample setting is MSAA.
      Also history screen percentage makes motion clearer, I've tested it, it's an objective benefit. You need to do motion tests.

    • @diodebridge
      @diodebridge 3 месяца назад

      I thought TAA always jittered using a halton sequence

  • @m.z6610
    @m.z6610 4 месяца назад +53

    You are so underrated never stop doing what you do

  • @StickNik
    @StickNik 3 месяца назад +2

    Very easy instant sub, I'm a bit out of practice with game dev since working elsewhere after University, but this stuff is gold and I look forward to seeing you grow your catalogue.

  • @SubwayToSchiff
    @SubwayToSchiff 3 месяца назад +8

    First video of yours that got recommended to me, im intrigued. Thanks for the insights!

  • @user-sb5vt8iy5q
    @user-sb5vt8iy5q 4 месяца назад +8

    I'm slowly getting into graphics programming and this is really educational

  • @simonhobbs9188
    @simonhobbs9188 4 месяца назад +29

    Presumably doing a full depth pre pass allows them to render the material pass with the depth test set to equals, ensuring that every pixel only has expensive material logic applied once.

    • @jonathanlebon9705
      @jonathanlebon9705 4 месяца назад

      Could you elaborate on your presumption please?
      I may not understand but you've piqued my interest.

  • @fran.fndz.techart
    @fran.fndz.techart 4 месяца назад +45

    1700 drawcalls ,
    That’s pretty well optimized!
    Culling by layer and size is an option but with hundreds of people adding assets until the last moment , breaking optimization techniques is pretty common. Everybody project start with really good documentation until dead line 😢

    • @jose131991
      @jose131991 4 месяца назад +15

      Crunch tends to do that

    • @Beam_Teamer
      @Beam_Teamer 4 месяца назад +4

      how about 1 draw call 😂😂

    • @fran.fndz.techart
      @fran.fndz.techart 4 месяца назад +1

      @@Beam_Teamer just bake all static 🤗

    • @ThePC007
      @ThePC007 3 месяца назад +3

      At a certain point draw calls are no longer the bottleneck.

  • @Billy-bc8pk
    @Billy-bc8pk 3 месяца назад +2

    I've been recently thinking about this -- how a lot of older Frostbite games (before the engineers at DICE left to start Embark) look better than newer Unreal Engine games. This video does a fantastic job of breaking down how technical skill and optimisation far outweigh automated and procedural design tools, where we see that just because a game is newer and using the latest fancy engine doesn't necessarily mean it will be better.

  • @prosetheus
    @prosetheus 2 месяца назад +2

    Absolutely phenomenal content. Subbed plus hope the industry pays attention

  • @mihaiciocan2169
    @mihaiciocan2169 3 месяца назад +3

    single handedly tackling the whole gaming industry, with engines and hardware alltogether, fucking legend

  • @komikop
    @komikop 22 дня назад +2

    good old days when games looked clear and ran good

  • @nimbulan2020
    @nimbulan2020 Месяц назад +3

    While I do agree that TAA can be an issue, your settings for improving it appear to introduce a lot of specular aliasing and shimmering similar to non-temporal AA techniques. While some people do prefer that over even a slight hint of ghosting, it's definitely not a one size fits all solution. Setting aside the edge cases with trailing artifacts you showed in the DLSS comparison (which Nvidia really does need to figure out how to fix,) I find that DLSS generally does an extremely good job at preventing ghosting while keeping the image sharp and detailed, even in motion.

    • @ThreatInteractive
      @ThreatInteractive  Месяц назад

      The specular shimmering is a shader/normal issue, not a lack of TAA issue. You should also watch our first video on fake optimization. DLAA/SS is very blurry in motion.

    • @nimbulan2020
      @nimbulan2020 Месяц назад +2

      @@ThreatInteractive Most of the shimmering I'm seeing is on very fine details (thin edges, gratings, etc) and I'm not sure how that could be a normal issue. I have watched the other video and am well aware of the issues with modern effects rendering being dependent on TAA but that's not what I'm seeing here, mostly in the short gameplay clip starting at 3:36.

    • @Myrillin
      @Myrillin 27 дней назад

      Agree, I think this injected version of TAA is distractingly inferior to what is found in the game.
      Also, I have to add, I feel like there's no consideration that maybe the developers wanted a slightly softer look to the final image. I have seen quite a few games which really want to achieve that real life camera-like effect that tries to emulate the look of a film, and I would hazard a guess that it's intentional here.

    • @nimbulan2020
      @nimbulan2020 27 дней назад

      @@Myrillin I wouldn't say inferior, because it obviously fixes some significant issues with the default TAA, but it does have drawbacks. The way I see it is that antialiasing is a balance between image sharpness and temporal stability. Some people care more about sharpness, some people care more about temporal stability. Modern games tend to lean heavily towards temporal stability (and ironically it's common for TAA algorithms to cause temporal stability in the absence of camera motion) even if it comes at the expense of sharpness and the creation of ghosting artifacts, and I can certainly understand people not liking that.
      Personally I prefer a middle ground and generally find DLSS to be the best current method of providing that though it certain has its own flaws. There are some games that seem to have particularly good TAA (at least to my eyes) too - the modern Gears of War games and the Doom reboots come to mind. It is however possible that because those games are so well optimized the high framerates just help mask any ghosting issues that are present.

  • @Scorpwind
    @Scorpwind 4 месяца назад +12

    Keep on making these videos, man. All of this needs to be talked about and one cannot rely on nor expect certain other outlets to do them.

  • @TheOneAndOnlySame
    @TheOneAndOnlySame 3 месяца назад +6

    I don't understand everything but .. I like this content. It goes much deeper than any so called "tech channels" out there
    Keep it up

  • @Toma-621
    @Toma-621 Месяц назад +1

    It would seem you DID do this video already, awesome!

  • @b0rbLmao
    @b0rbLmao 4 месяца назад +121

    Babe wake up
    Threatinteractive just posted

  • @EyeOfJanuary
    @EyeOfJanuary 3 месяца назад +10

    The fact that modern games like this are so sloppily made, with glaring artifacting even without TAA is honestly disgusting and a major brewing accessibility issues for people sensitive to noise. Not to mention people who can get photosensitive epilepsy too...

    • @doomslayer8985
      @doomslayer8985 3 месяца назад +5

      Also TAA blurryness + 30fps genuinely makes me motion sick

  • @helioramos8496
    @helioramos8496 4 месяца назад +6

    Man, I wanted a channel to do these kind of analysis for ages now, thank you bro for actually doing it, and explaining everything in detail.
    Do you accept suggestions? I'd suggest Source Engine, for example, I always wanted to check their render pipeline, specially compared to the new source engine 2 (see cs2 compared to cs:go, for example, where the image quality 'doesn't seem' to be a lot better, but the hit in performance is big)

  • @killrblue
    @killrblue Месяц назад +1

    Every big game development studio needs someone like you to get the game as optimized as possible before launch

  • @gabriellanzer
    @gabriellanzer 3 месяца назад +4

    To be honest, Unreal has some of those culling solutions already. Or similar enough ones that could be adapted for those use cases.
    The problem is mostly workflow related. If you don't tag assets early enough, it's hard to add culling planes and similar things later (because of the scale of the game). As an example, flagging assets to be removed from depth pre-pass can be tricky, and you either have someone manually do it, or you do it when you establish the workflow, or you write an automation tool for that.
    Totally doable, but costly. And, most importantly, the right people have to be aware of it.
    I think there is plenty of room to learn from videos like this. But these ideas have to reach the content creation pipeline, and that's a gap hard to bridge.
    These initiatives usually come from very proactive engineers that have to advocate for the extra work put into it. And, because the game is built in Unreal, most resources tend to be shifted from Rendering Engineers to Tech Artists or Artists - I think.
    Usually, a central Team would have resources to work on such things. But they often don't have a say on content creation pipeline, that's game specific. So some proactive person from the game team has to bridge that gap again, and so on.
    That's why it takes time to get this sort of improvement in games like this. You have to keep people around for long enough and keep track of these improvements alongside so many other things, so they don't lose visibility and get fixed for the next title.
    I think every game could benefit from a really really polished vertical slice where all of these techniques are applied. Then out of those learnings you map all techniques and then try to scale those to an open world content creation pipeline.

  • @NeurdeEDM
    @NeurdeEDM Месяц назад +1

    thank you for sharing the TAA settings 🙏

  • @IDontWantAHandleKThanks
    @IDontWantAHandleKThanks 3 месяца назад +3

    Good work bro! Keep it up!

  • @Mawntee
    @Mawntee 3 месяца назад +4

    I'm begging you to do a video on The Finals.
    It's weirdly CPU heavy, and definitely has that TAA slop, but otherwise the visuals in that game are actually incredible. I feel like it's one of the few titles actually taking advantage of UE5.
    I'd also really love a dive into how they're doing motion blur.
    It's literally the only game where I prefer to play with all the effects on at max settings, even though it's a fast paced competitive title and I'm definitely losing out on frames and clarity by having everything cranked.

  • @BlindBison
    @BlindBison 4 месяца назад +9

    Proper implementations of TAA will typically employ a form of contrast adaptive sharpening (e.g. AMD has a quite good open source algorithm for this). Since TAA can soften the image somewhat doing this right can produce results that look closer to raw native but with much much better anti aliasing and all at a reasonable cost. UE4 games I’ve noticed don’t seem to do this out typically. DOOM Eternal is a title that actually does have great TAA and provides a sharpness slider as a separate example. TAA is an oddball because there really is a “correct” way to do it and an incorrect way and there is variance in implementation. Poor TAA solutions can be very rough but the good ones are far better and produce high quality anti aliasing with generally great coverage for a small fraction of the cost of older techniques.

    • @MKR3238
      @MKR3238 3 месяца назад +3

      CAS is so nice , doesnt fuck over text and ui elements with this weird artificial artifiacty look some other sharpening post processings have

  • @Razzy_D9111
    @Razzy_D9111 3 месяца назад +2

    Amazing analysis, love this type of content.

  • @ShuckleII
    @ShuckleII 4 месяца назад +10

    The more I watch these videos, the more I respect people who work on graphics for AAA games. Each of the mechanisms you mention almost seem to have a world of complexity, and then there's devs that combine all (probably most) of them perfectly.

    • @AROAH
      @AROAH 3 месяца назад

      I really think a lot of it is about giving experienced developers and artists enough time to make all these adjustments.
      I’m curious as to whether the seemingly ludicrous triangle count in the wireframes shown in this video are a result of having too few artists being forced to crank out models far too quickly and not having time to properly fix them up.

  • @dazextralarge
    @dazextralarge 4 месяца назад +2

    incredible in-depth video, congratz!

  • @ExumBron
    @ExumBron 4 месяца назад +24

    Sometimes it's hard to understand Epic engineers. Unity added APV(Adaptive Probe Volumes) for baked lighting and rightly so. Unreal is actively going to mobile, but does not offer the same technologies. All that remains are unfinished Volumetric Lightmaps, which are mainly for moving objects and cannot replace lightmaps for illuminating the entire scene. It's funny
    but Unreal has Lumen and it works great and it already has spherical harmonics and information about the color and reflections of the scene, but for some reason Epic don’t want to add a static-baked mode for Lumen, especially since UE already has virtual texture technology. This would be a great replacement for Volumetric Lighttmaps for all the lighting in a scene.

    • @aoqia
      @aoqia 4 месяца назад +1

      You should watch the new UE5 demo thing they posted :D

    • @ExumBron
      @ExumBron 4 месяца назад +1

      @@aoqia Did you see something there similar to what I wrote about? Megaliths is mainly for video cards with DXR support. Also, if the game is corridor or you need several dozen lights, they are of no use, turning them on can even eat up more productivity than regular lights.

    • @marcelosoares7148
      @marcelosoares7148 4 месяца назад +11

      ​@@dra6o0nPeople with weaker recent cards will just throw upscaling and frame gen at the problem until the game becomes playable, not go out and buy a better GPU.

    • @e2rqey
      @e2rqey 2 месяца назад +1

      ​@@dra6o0nI think that is more because a huge amount of the quality talent that would have gone into game dev over the last two decades never did because they saw how badly developers were treated, the poor pay, and poor job security. Despite the fact that the technical skills needed for many of these roles could go to multiple different other industries and make far more money, while having a much easier job.
      The industry has repelled the kind of quality talent that would be needed for great games, failed to build a sustainable talent pipeline, and then had so many of the people responsible for management at these studios be completely out of their depth, with no vision, or the technical mind needed to provide proper oversight and accountability.
      Combine that with the fact that it's clear the vast majority of game devs don't actually play videogames anymore and are out of touch with the things that players actually want. And the fact that the creative decisions are being driven by executives trying to push the most smooth brained, greedy business practices possible and you have the recipe for just shit show after shit show.
      The entire way the AAA game dev industry is set up is just broken in so many fundamental ways. The only parts of gaming that aren't dumpster fires these days are the parts that through some miracle have avoided being controlled by publicly traded mega corporations. (The mindset this kind of structure incentivises is antithetical to good game development practices).

  • @TuRmIx96
    @TuRmIx96 3 месяца назад +2

    Please do more of these analysis videos! Very informative and accurate. Silent Hill 2 remake is my suggestion, I only have an AMD card so I can only access so much info from the game. But still very interesting, as I worked with Unreal for years too.

  • @MikAlexander
    @MikAlexander 4 месяца назад +5

    Good vid as always man.

  • @WarButler
    @WarButler Месяц назад +1

    I don't understand a lot of the technical details here but I subscribed because your overall point still resonates very hard with my feeling that the graphics quality to performance ratio in video games peaked about a decade ago.

  • @astrea555
    @astrea555 4 месяца назад +52

    Wow your TAA tweak looks incredible.

    • @Shieftain
      @Shieftain 4 месяца назад +1

      Hello fellow synthcel

    • @Rukushin
      @Rukushin 4 месяца назад +12

      No it does not? The image is incredibly aliased, you cannot call it anti-aliasing and have no actual anti-aliasing visible. There is so much jagged edges and shimmering, it is a huge step down from DLSS's clarity. Even if the MOTION clarity is better with his tweak, who cares if it isn't anti-aliasing at all? Am I living in bizarro world why are people saying this anti-aliasing is good IT IS NOT ANTI-ALIASING.

    • @frelj5604
      @frelj5604 4 месяца назад +11

      @@Rukushin even if is not antialiasing, for me and other ppl looks bad I just can't stand TAA recently in every game is just a blurry mess in my eyes, there are so many many effects and graphics now days in general that it impacts motion clarity, and you say that "even if it is better in motion, who cares" dude you're always in motion in game or anything you're not standing there doing nothing (excuse fishing maybe)

    • @iurigrang
      @iurigrang 4 месяца назад +7

      I think unless you’re using a CRT, motion clarity is far less important for most people than clarity in stills. I honestly don’t understand how you people claim to be able to see these losses in clarity on as low as 30 FPS on a sample and hold monitor, because at that FPS, past a certain (not very high) speed, all I see is sample and hold blur and, if we have an “almost no AA” solution for AA as this one, shimmer.
      Are you sure you don’t just like the detail aliasing incurs? That’s a perfectly fine thing to like. Have you seen a downsampled photo with nearest neighbor vs averaging, for instance? Averaging is more correct, but nearest neighbor will look the sharpest, as it will have the kind of aliasing games usually have.

    • @hachikuji_mayoi
      @hachikuji_mayoi 4 месяца назад +4

      @@iurigrang TAA blur + sample and hold blur is a lot worse than just sample and hold blur

  • @ReachTea
    @ReachTea 4 месяца назад +10

    I wish I could apply your TAA settings for all my games 😅

  • @enitalp
    @enitalp 4 месяца назад +4

    Great video, as usual! I have a video idea for you. Depending on the original game engine you are testing, you could recreate a similar scene in Unreal or Unity or flip it around to add a challenge. You can just implement all your ideas and then compare the results.

  • @AstaIsAMonster
    @AstaIsAMonster 21 день назад +3

    Another nice video

  • @nickthomas9624
    @nickthomas9624 4 месяца назад +2

    I'd love to see a tutorial style video for how you dissect theses games, the things you look for and how you interpret the results.

  • @gustavomazzia8226
    @gustavomazzia8226 4 месяца назад +8

    I'm actually curious as to how these extra passes are extracted from the captured scene. The breakdown is amazing, by the way; same as the NFS one!

    • @redotix9952
      @redotix9952 4 месяца назад +4

      I am not sure what software they use but RenderDoc gets you basically the full breakdown of a frame. But I am assuming there are unreal specific tools that give more info.

    • @gustavomazzia8226
      @gustavomazzia8226 4 месяца назад

      @@redotix9952 I see! That's super cool. Thanks!

    • @jcm2606
      @jcm2606 4 месяца назад +5

      Each hardware vendor also has their own software that hooks into their hardware's performance metrics. AMD has Radeon GPU Profiler, NVIDIA has Nsight Graphics and Intel has the Graphics Performance Analyzers suite, which is what he used in the video.

  • @kenktheGD
    @kenktheGD 18 дней назад +2

    Minor point ".... our capture software..." any reason you can't do the capture on a second machine? Or does that somehow introduce more artifacting?

  • @paulosa1221
    @paulosa1221 4 месяца назад +7

    hey, love ur videos so far, it would be cool if you did an analysis on starfield / creation engine draw pipeline

  • @shrippie-4214
    @shrippie-4214 3 месяца назад +2

    You have taught me so much about graphics and optimization

  • @lupusperegrinus5578
    @lupusperegrinus5578 4 месяца назад +7

    Thank you for your work. Your videos explain a lot. Can i suggest creating a course (or several) in unreal engine and/or unity optimization? Those two are among most popular engines not only in the big studio environment, but also for solo and indie developers. That is one of the least present topics on the tutorial sites and it shows by the state in which many games are released . More and more games are created by hobbyist and/or the hobby of creating games becomes a career path. Good habits from the start will be of benefit for the gaming scene.

  • @Randomise0
    @Randomise0 2 месяца назад +2

    Great video! More words = more engagement right?

    • @ThreatInteractive
      @ThreatInteractive  2 месяца назад +3

      Actually, watching the whole video in .25x boost the algo by 200%!

  • @ivolol
    @ivolol 4 месяца назад +4

    At 14:33 it would be cool to see a vertical graph, with horizontal bars that appear at the same time as the text, their length proportionate to the listed milliseconds on each line.
    TBH I personally find it weird when you say "we" all the time but it seems like mostly your personal effort and script.

    • @ThreatInteractive
      @ThreatInteractive  4 месяца назад +6

      Its "we" because the presenter is representing his team.

  • @MFKitten
    @MFKitten 4 месяца назад +4

    I'm still just waiting for games to look as good as the tanker mission in MGS2 did back in the day.

  • @GoGo-ze1mq
    @GoGo-ze1mq 3 месяца назад +3

    Every time I scroll on my feed this video pops up with a different thumbnail. I'm starting to question reality

  • @potatoman7407
    @potatoman7407 4 месяца назад +3

    please keep talking about this, not only is it interesting to hear its validating to see so many unspoken concerns and thoughts ive had explained in such detail.

  • @CheesyX2
    @CheesyX2 4 месяца назад +5

    Thanky you for this very informative video!

  • @BarricadeREKT
    @BarricadeREKT 4 месяца назад +113

    This full depth pre-pass is illegal. There are so many established ways to cull most objects being rendered to the depth buffer: PVS, Hierarchical z-buffer occlusion culling, Coverage buffer, etc. For crying out loud there already generate a depth hierarchy; Hierarchical z-buffer culling would have been the most logical thing to implement.

    • @grggrgrgg
      @grggrgrgg 4 месяца назад +50

      They are doing full res depth pre-pass that we will never see, but the actual visible elements like SSAO are rendered in like 240p. fucking lol.

    • @GonziHere
      @GonziHere 4 месяца назад +7

      Well, you don't see what the CPU side pre-pass already decided not to send.

    • @Genebriss
      @Genebriss 4 месяца назад +19

      Ok mr youtbe commentator. All rendering engineers using depth prepasses for decades were just stupid, should've listened to you - a person who never created anything but watched a youtube video.

    • @BarricadeREKT
      @BarricadeREKT 4 месяца назад +31

      ​@Genebriss You wouldn't know this but I am working on my game engine so knowing things like this is important for me. Who said that a depth pre-pass is bad? Of course many games have used a depth pre-pass. But they don't draw everything like is done here but only objects that cover most of the screen space. That's how other games have done their depth pre-pass.

    • @HankBaxter
      @HankBaxter 4 месяца назад +4

      There has to be other reasons they didn't do that, like making the game seem impressive, just generating buzz, good or bad, over how hard it is to run, or creating an incentive to sell more hardware.

  • @Merciful_Angel
    @Merciful_Angel 3 месяца назад +5

    You know someone messed up when your game gets compared to a game in the Frostbite engine. And comparing a UE game in a genre that UE was designed for to a Frostbite racing sim...? I mean, the NFS series was the reason Frostbite's source started to turn into spaghetti code...

  • @necrotic256
    @necrotic256 4 месяца назад +2

    Good breakdown, subbed

  • @Not_Salman
    @Not_Salman 4 месяца назад +22

    Please upload regularly brother. You are awesome.

    • @wydua
      @wydua 4 месяца назад +10

      No, he should not upload regularly. Let him cook.

    • @Hybred
      @Hybred 4 месяца назад +5

      Twice a month is ideal, once every 2 weeks. Once a month if he really needs the time

  • @Naitsabes68
    @Naitsabes68 4 месяца назад +6

    Excellent video.

  • @mightbetom8687
    @mightbetom8687 4 месяца назад +6

    As someone looking at getting into game development these videos are INSANELY informative. Keep up the amazing work!

  • @itag295
    @itag295 4 месяца назад +2

    Really good stuff. Keep it up.

  • @harris2642
    @harris2642 4 месяца назад +4

    Each new video gets better and better. Im a hobbyist but i learned alot from your videos, great technical analysis and presentation.

  • @TheOneAndOnlySame
    @TheOneAndOnlySame 3 месяца назад +1

    Thanks!

  • @zbrka76
    @zbrka76 4 месяца назад +21

    I think this type of a video would be interesting for Doom Eternal given its insane optimisations.

    • @nickochioneantony9288
      @nickochioneantony9288 4 месяца назад +12

      Doom use ID tech in-house engine, which is why it passes the nature of blurry image of UE.
      The RT feature of Doom Eternal is also smoke & mirror.... it literally only works on mirror reflection & metal based weapon, other aspect as lightning is not affected.
      But other than that, it was well optimized, it was pre-2020 so I guess the proper devs were not laid-off yet at that moment.

    • @jace_albers
      @jace_albers 4 месяца назад

      @@nickochioneantony9288 Id tech engines have always been the gold standard for optimization its how they were able to exist to make commander keen doom and quake and they keep that as a priority for their company epic does what they have since unreal in 1998 prioritize graphical fidelity above all else

    • @purrspctiv
      @purrspctiv 4 месяца назад +9

      ⁠@@dra6o0nWell, proprietary engines like id Tech are made for a select few games, and their entire rendering pipeline can be built just for the needs of that game. For engines like Unreal or Unity, they need to support ANYTHING; it can run anything and look good, but when it comes to absolute top-of-the-line work, it won’t be as good as an engine that can tailor its work just for specific games.
      id Tech 7 is perfect for complex fps games like DOOM Eternal. But what if you tried to use it for GTA 6? Totally different format, different scope, different content scale, and different requirements.
      This problem was famously encountered by teams trying to adapt the Frostbite engine for racing games at the request of EA.

  • @ChaosWolfNinja
    @ChaosWolfNinja 4 месяца назад +3

    Thank you for this!!!

  • @jjlw2378
    @jjlw2378 4 месяца назад +21

    How many of the optimizations would work for this specific scene but would actually be worse for different scenes? Is it possible that these optimizations aren't present because in other parts of the game, the optimizations would actually lead to worse image quality/issues?Personally, I really don't like all of the shimmering and flickering present in your modified TAA scenes. I agree that the option to completely turn off TAA should always be an option. However, I'm not convinced that I would actually like the look of many games without TAA. Great video! I really enjoyed it.

  • @GregGoodwill
    @GregGoodwill Месяц назад +1

    Thank you for brionging this to the light of the consumer. please continue and perhaps the devs will change.

  • @rakhoo5236
    @rakhoo5236 4 месяца назад +3

    Great vid ! Always fun listening what you have to say on game optimization even though I sometimes don't get it but I'm slowly getting there haha, can't wait for the channel to blow up :D

  • @odinskagg8394
    @odinskagg8394 Месяц назад +1

    Keep up the good work,