Fake Optimization in Modern Graphics (And How We Hope To Save It)

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  • Опубликовано: 30 июн 2024
  • threatinteractive.wordpress.com
    We are a new indie game studio working on a new IP but a couple years ago we discovered a huge narrative behind optimization that was not only destructive to realism and motion, but also false. This false narrative is being abused more than ever by industry leaders.
    We want to change the direction the industry is heading so that sufficient hardware is not buried for the sake of unnecessary hardware sales and mass consumer manipulation. But we need both gamers and developer more aware of this massive industry oxymoron.
    Here is our donate page: threatinteractive.wordpress.c...
    For Updates or Questions about any test variables or our plan for funding contact our studio or founder on with these links:
    Threat Interactive:
    Twitter: x.com/ThreatInteract
    Reddit: / threatinteractive
    Studio Founder:
    x.com/TheKevinJimenez
    00:00:00 Intro
    00:00:24 Creativity
    00:01:26 Performance
    00:02:30 Visuals: TAA & Upscalers
    00:06:10 TAA Off Issues (Visuals)
    00:07:20 Proving TAA's Insignificance To Real Optimization
    00:08:54 The Cost Problem of "Good" TAA
    00:11:23 TAA Design Requisites
    00:11:36 Why Epic Games & UE is the biggest problem
    00:19:09 A Little About Threat Interactive
  • ИгрыИгры

Комментарии • 114

  • @ThreatInteractive
    @ThreatInteractive  14 дней назад +14

    We have three things to ask:
    1. Watch this video in 4K as in streaming settings as any lower compression will drastically hide visual issues we are trying to demonstrate.
    2. Please excuse the audio issues as our studio founder Kevin was recently hit by a drunk driver and is still currently recovering.
    He did not want to delay the release of this video any further.
    3. If you agree with us and want to be a part of the solution donate here: threatinteractive.wordpress.com/donate
    *Read the bottom note explaining why we're not actively seeking donations yet*

    • @nzeu725
      @nzeu725 13 дней назад

      Very few people can view it on a 4K monitor though

    • @ThreatInteractive
      @ThreatInteractive  13 дней назад +5

      @@nzeu725 as in streaming quality since it's a youtube compression issue. You'll be able to view the issues on 720p monitors as long as you have the streaming setting set to 4k.

    • @nzeu725
      @nzeu725 13 дней назад +2

      @@ThreatInteractive oh ok

  • @amariel3310
    @amariel3310 12 дней назад +17

    When you have to run 8K resolution for a game to look as good as old games did on 1440p, you know something is very wrong.

  • @Hybred
    @Hybred 12 дней назад +6

    0:00 Intro
    0:26 Creativity
    1:26 Performance
    2:30 TAA On Issues (Visuals)
    6:10 TAA Off Issues (Visuals)
    7:28 TAA "Optimizations" (Visuals)
    9:05 DLAA & TSR (Visuals)
    11:25 TAA Design Requisites
    11:41 Epic Games & UE5 Problems
    19:09 Threat Interactive Info

  • @shankS0
    @shankS0 13 дней назад +10

    I always knew that TAA is garbage, but now i know exactly in what way it destroys everything.

  • @IstyManame
    @IstyManame 21 час назад +3

    As an Unreal developer i'd say you said right things. I wish i could add support for SMAA or optimize TAA/TSR, but these are forgotten topics that have no support on the forums, no documentation and no tutorials. And trying to learn it from scratch is an expensive task that will cost even me as an indie thousands of dollars and months in R&D. But why don't huge AAA studios do it i have no idea honestly

  • @forgottenalex
    @forgottenalex 13 дней назад +12

    My biggest complaint with modern graphics is the horrible transparency methods we have now that lean towards dithering

  • @lilthreadd
    @lilthreadd 6 дней назад +4

    this is an incredibly important video for ANYONE who cares about the state of gaming to watch, and i'm deeply saddened by the fact the algorithm hasn't spread this around way more homepages already. i can only hope this video blows up belatedly :D
    very well explained with the visual examples provided, as somebody who is an avid gamer but is familiar with the technical aspect of games in only an 'intuitive' way, i found it easy to follow along with the line of thought.
    it's incredible that as a life-long pc gamer i can confidently say i would NOT have built my first pc in 2020 had i known about the trends to come.
    i don't even feel like i would be missing out on anything with inferior hardware; i couldnt run cyberpunk on launch above 60 fps WITH dlss, elden ring was (still probably is) locked at 60 fps, ray tracing barely shows up in games and when it does its not usable unless you have THE most expensive card (i have a 3070 and dont even run RT on control because the performance hit is just so noticable), DLSS is cool but, like illustrated by this video, it's a band-aid.
    i got helldivers 2 and i went from running the game at 100+ fps in april to now getting 60 fps lmao. it's just a joke, and sadly it's a pattern i am noticing in many other aspects of culture as well..

    • @alkestos
      @alkestos 3 дня назад +1

      There could be some monetary enticement behind that makes sure this video does NOT trend and become viral. I'm sure you can catch my drift.

  • @Swaggaccino
    @Swaggaccino 13 дней назад +13

    Thank you and kudos for bringing light to this issue. I hope this video goes viral. Modern graphics have very obviously gotten better but with TAA, it brings blur into the equation so you can't even see those graphics. It's like taking two steps forward but three steps back. I was always wondered why games like Warhammer 3, Cyberpunk, and Witcher 3 looked blurry when I built my new PC even with motion blur turned off. BRING BACK REAL ANTI ALIASING! BRING BACK MSAA!

  • @kn6836
    @kn6836 14 дней назад +20

    Great video, It's clear that modern 1080p games look way blurrier than 1080p back in the day. And It's visible factualy.
    Game devs are relaying too much on Upscalers, lighting gimmick and temporal solutions to cut cost of video developpements and cheap on effects.
    At this rate new triple A 4K games will be as clear as any 480p ps2 games.

  • @Scorpwind
    @Scorpwind 13 дней назад +3

    This needs to reach as many gamers as possible. The image clarity of games nowadays is abysmal.

  • @kyoai
    @kyoai 13 дней назад +19

    Some constructive feedback : At many points you really pass over points way too fast without actually elaborating what the issue is. At pretty much every point you barely give us, the viewer, any time, without pausing the video, to comprehend what the actual issue is, let alone recognize differences in the shown scenes. It would be better if you narrate what exactly the issue is and let people recognize what you are showing, instead of switching to a completely different scene every 5 seconds (exaggerated). I do realize that it's possible for the viewer to stop the video, rewind, and step through each part manually frame-by-frame to see what the difference is, but having to pause and manually compare two scenes every 3~10 seconds is not a pleasant viewer experience. While I do realize that the video would be significantly longer with you elaborating each scene comparison, it would be tremendously more helpful for the viewer to comprehend and have time to understand what you are talking about and what the problems are that need to be solved, as not every viewer will recognize the differences in the shown scenes (especially regarding ambient occlusion, which is rather subtle).

    • @ThreatInteractive
      @ThreatInteractive  13 дней назад +7

      Video length was definitely a concern. It's bridging a lesser know connection between two topics being TAA and fake optimization. We are currently considering doing RUclips shorts that explain these snippets slowly showing why modern versions are so flawed compared older/faster deferred implementations.
      It's especially difficult when youtube compression defaults to a lower compression below the 4k quality.

    • @dothex
      @dothex 10 дней назад +7

      @@ThreatInteractive Bro your going to have to realize video length doesn't matter anymore. You have youtubers that do 8+ hour dissertations on ONE movie. Now, you're talking about something that actually matters, so you have all the time in the world to express your evidence and clearly show each point.. drilling the details into the viewers head.
      You gotta realize how important getting every fact into visual detail is, especially getting people onboard for a fork of the UE game engine. Let alone get people on board to contribute to the project.
      All in all, I'm on your side on this issue and hope your ideas get it resolved.

  • @BorisNovikov1989
    @BorisNovikov1989 13 дней назад +17

    VR could be a major driving force behind TAA's decline in popularity, especially as the mobile virtual reality market grows. Alyx has a very clean MSAA look.

    • @Barbaroossa
      @Barbaroossa 11 дней назад

      I don't think so. With VR you can't have fast moving action-oriented games like Metal Gear Rising since they would introduce motion sickness in the majority of players, as well as with games like Titanfall. Plus the cost of entry will always prevent the popularity of VR's mass adoption.

  • @Freemasons1732
    @Freemasons1732 13 дней назад +6

    Keep fighting the good fight! I must add, The Finals may perform well, but the amount of dithering and ghosting is still massively unacceptable. I recently saw a video on r/FuckTAA where they went thru just normal game play and highlighted the crazy amount ghosting the game has. I truly feel UE5 is the worst thing to happen to gaming when it comes to performance and visual clarity. Like you mentioned, it is so easily available, why wouldn't a company use it. I have been playing Grey Zone Warfare recently and that game looks like shit, and has terrible performance. DLSS and FG are a necessity, but they are trying to upscale a mess of pixels, so it is impossible to see anything clearly. Even with up-scaling off (kinda...?? im not sure if that's even really an option, just things like FSR AA and TSR) it looks horrible. They dont even have a render resolution slider. Just some weird one (cant remember what its called) that defaults to 62. The smoothness is off too. I will play an older game with 80-100fps and it feels smoother than GZW with the same fps... How the hell did we come to having games that look worse AND perform worse?? It kills me seeing comments from people saying shit like "my game runs perfect. 60 fps on my 4080 with high settings. It must be your PC"... I feel like im going crazy! 60 fps is NOT ok for a PC i spent $2,000 on!! Developers are using up-scaling in the system requirements now FFS... I feel like this exactly what is happening when you say they are trying to make this the new standard and to be expected, but its all BS. I cant even be excited for new AAA games anymore. They lack visuals clarity and run like shit. We have taken serious steps backwards and i dont think its gonna get better, only worse.

  • @cameronffffff
    @cameronffffff 13 дней назад +4

    Well I'm convinced. Its a very Interesting issue.
    But I can't see your solution getting much traction. Not because its a bad idea, but because of the scale and scope of dealing with unreal engine. Forks come and go, and most people don't know they exist or that they even should use them. Best case scenario you get hired by Epic and can make a waves there to add appropriate alternative configurations. Worst case: keep making videos like this and they will get seen by the Epic Devs.
    I hope you can good funding, and even better devs. That's won't be an easy feat.
    I think if you can hammer home the point with even more videos like this one, Epics devs won't be able to ignore these issues. All devs love a good: 'stop making it worse video' for optimizations.

  • @MajinKayn
    @MajinKayn 13 дней назад +6

    Buy new game->Options->Turn off DLSS & Company->Start the game.
    For 4-5 years it has been my ritual, funny that they keep turning it on by default in any new game, so that people get used to it and not see any difference between games.
    I understand if people with low-specs PC uses it to increase FPS, but i refuse the fps - visual clarity trade.

  • @eclipsegst9419
    @eclipsegst9419 12 дней назад +2

    I spent quite awhile trying to figure out why new games, despite higher texture resolution, still looked worse than Crysis 3 to me, even with all these fancy new lighting technologies. Finally realized it was the inclusion of TAA and lack of MSAA.

  • @Velocikektor
    @Velocikektor 13 дней назад +3

    Wow, never knew i needed to hear this, learned so much! Thank you for bringing this up, great video man!

  • @pvprangergod4024
    @pvprangergod4024 11 дней назад +1

    "Temporal super resolution (TSR) promises quality similar to native 4K at the cost of standard HD, or HD at the cost of 720p for instance."
    lol

  • @damsoexclu6589
    @damsoexclu6589 13 дней назад +4

    This need 1 million views at least

  • @silverwerewolf975
    @silverwerewolf975 13 дней назад +3

    So much truth in this video 😂. The problem is most of the people are casual blind people or too young to know what a real good looking sharp game is

    • @ThreatInteractive
      @ThreatInteractive  13 дней назад +1

      Best thing you can do is like, sub and share in any place possible.
      Thanks for the support!

  • @DaboooogA
    @DaboooogA 6 дней назад +1

    Great documentary - I hope you secure funding.

  • @Hybred
    @Hybred 14 дней назад +8

    You said you need crowd funding but provided no donation link?
    Also - good video

    • @ThreatInteractive
      @ThreatInteractive  14 дней назад +5

      We wanted to put out a first video explaining why, then we planned on doing a second video detailing out funding goal and how we intend to use it. But since people are already asking, we are setting up a funding site now.

    • @ThreatInteractive
      @ThreatInteractive  14 дней назад +3

      Here is our donate page: threatinteractive.wordpress.com/donate

    • @Hybred
      @Hybred 13 дней назад +4

      ​@@ThreatInteractiveSo if you did raise $900k for this, and you successfully modified the engine, then what?
      Let's say you modified the UE5.4 branch successfully, but then newer versions come out with more features, your improvements would only be for that version, you'd have to raise funding all over again just to update?

    • @Scorpwind
      @Scorpwind 13 дней назад +1

      @@cyclonebee2205 How do you know?

    • @ThreatInteractive
      @ThreatInteractive  13 дней назад +5

      ​@@Hybred When we successfully modify the engine we will use it for our game & make it available for other developers (there are already many who want something like this). Take Epic Games with Fortnite (income of well over 3 billion dollars) their new partners (CD Projekt Red) have abused flawed TAA just as much & barely improved the engine.They have had years to prove their worth & the vast number of games that have used their engines have suffered for it.
      portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/tabs/46-unreal-engine-5-0
      This is the link to their UE5 roadmap. Over the years we tested all the "improvements" & found 90% had barely any performance gains or depended on bad TAA.They have admitted to their desire to faze out traditional rendering for nanite only & recently forums.unrealengine.com/t/lumen-gi-and-reflections-feedback-thread/501108/1727 the lumen developers stated they will not support traditional optimization because "they use nanite". This forceful & arrogant behavior is why developers need to form independence from Epic Games.
      Even if the improvements paid for by crowdfunding don't get integrated into UE5-main (we're not just fixing AA, we're going to be proposing other effects like stable GI). Say we had done this with 4.27, there would only be so much we would bring from newer versions. If by some off chance they do improve newer versions of UE5 with new game related technology (like something seen with the motion matching tech) that is something we'll consider updating our version to include.
      We would not have to raise money to integrate our improvements to newer engines since by the time Epic adds anything useful we'll be independent of funding through our own game (assuming our game is successful).

  • @franciscomartin314
    @franciscomartin314 12 дней назад +2

    Love your project! I will definitely contribute. I would like to know your thoughts about photorealistic VR without baked lights, is that something posible? Will this ue5 fix improve on that?

  • @Machoman50ta
    @Machoman50ta 13 дней назад +1

    I thought I was going crazy with todays games looking worse than pre2013 thanks for the video brother in Christ

  • @aquapendulum
    @aquapendulum 4 дня назад +1

    Unreal Engine is quite possibly the biggest scam on the development side of the industry I have ever seen. All of the problems I see here were propagated mainly by Unreal Engine.

  • @umeng2002
    @umeng2002 13 дней назад +1

    I will say this. Injecting AMD CAD with ReShade will clear up a lot of the TAA blur that happens to textures. I now do it in almost every game I play, even with DLSS. I do generally agree. UE 4 and 5 look nice but don't play nice.

    • @QPUNeptune
      @QPUNeptune День назад

      ok uhhh just to be sure, did you mean AMD CAS?

  • @ryanfrancis3839
    @ryanfrancis3839 13 дней назад +3

    First thought: dayum what foundation you using King?

  • @thediscreteboys3315
    @thediscreteboys3315 12 дней назад +1

    Very informative stuff. I’ve played a lot of games that look like hell and never thought twice about it but honestly if I’m paying 60 bucks for a game and however much more for DLC I want to pay for higher quality. Thanks for the info.

    • @ThreatInteractive
      @ThreatInteractive  12 дней назад

      Not only are you paying 60 and more recently 70 bucks +DLC, but when people are purchasing powerful hardware such as 9th gen consoles or modern GPUs around the $300 range, people deserve way better results considering the standard set on far lower tier hardware.

  • @MGrey-qb5xz
    @MGrey-qb5xz 13 дней назад +2

    taa is also causing headaches in gaming, we already have settings and warnings for people with photosensitivity, so why not taa off

  • @xXDeiviDXx
    @xXDeiviDXx 14 дней назад +2

    Nice informative video, I had the impression that TAA had become the computer graphics equivalent of generating electricity by boiling water to make the steam spin a turbine: too damn common and not efficient.

  • @mike_purple
    @mike_purple 14 часов назад +1

    bruh this is insane

  • @MGrey-qb5xz
    @MGrey-qb5xz 13 дней назад +1

    the only reason art style and gameplay took a back stage to freaking graphics is cause of the xboxone and ps4 console era and generation of gamers who grew up with it or got in to gaming during then. those machines were so pitifully weak that being movie games is all they could muster

  • @jameson1465
    @jameson1465 13 дней назад +2

    thanks for telling us about this

  • @justyahz796
    @justyahz796 13 дней назад +1

    unreal engine is the first horseman of this shit

  • @dirtkiller23
    @dirtkiller23 11 дней назад

    Opinion on the Source 2 engine with it's push for MSAA?

    • @Hybred
      @Hybred 10 дней назад

      HL:A is the most beautiful looking game I've played. It's great.

  • @MGrey-qb5xz
    @MGrey-qb5xz 13 дней назад +1

    man as a kid i remember when gaming publishers were talking about photorealism being the norm going forward in gaming in 2013, lol i was so mad and i think the game that was advertising it first was quantum break. Like why would i wanna see ugly real humans in games, gaming is escapism to something more interesting looking

    • @cyclonebee2205
      @cyclonebee2205 13 дней назад +4

      Look at some of the highest grossing video games of all time. Call of Duty franchise realism, GTA realism, ect. Gamers want to play in realistic environments. There are so many games that aren't realistic so I think you just need to widen your game experiences.

  • @nimie00
    @nimie00 13 дней назад +2

    great and eye opening video thank you

  • @LyrisTheCat
    @LyrisTheCat 13 дней назад +1

    taa is the reason why i need to use glasses nowdays, since after control released, every single stupid game had that enabled by default and the worst part? its tied to the EFFECTS slider, and you know what AA and AAA games NEED TO HAVE to look REAL? FREACKING AO, and they bundle BOTH together you CANNOT decide between ONE or the OTHER, or its BOTH OR ITS NONE!!!
    its so absudrly dogshit specially for people who dont have rigs who can even tank the game on 1080p....

  • @MGrey-qb5xz
    @MGrey-qb5xz 13 дней назад +2

    can we talk about the mg delta remake trailers, why are there so blurry looking and seriously grainy colors and bland lighting?

    • @ThreatInteractive
      @ThreatInteractive  9 дней назад +1

      We just spoke about on this Digital Foundry comment: ruclips.net/video/pmPyKTtaxhk/видео.html&lc=UgxTnQxZRozYDR2oQSZ4AaABAg&ab_channel=DigitalFoundry
      Like it so it gets more visibility and traffic to our video. Thanks again for your support.

    • @MGrey-qb5xz
      @MGrey-qb5xz 9 дней назад

      @@ThreatInteractive YES BOSS!!! 🐍

  • @chriscabrera7892
    @chriscabrera7892 13 дней назад +2

    🔥🔥🔥

  • @justyahz796
    @justyahz796 13 дней назад +1

    investing in this channel at 65 subscribers

  • @fortnite.burger
    @fortnite.burger 5 дней назад +1

    Incredible

  • @cypher4528
    @cypher4528 14 дней назад +13

    I don't really understand a lot of this, but you're saying complex words and stuff, so I believe you.

    • @cyclonebee2205
      @cyclonebee2205 13 дней назад +6

      You shouldn't believe someone just because you don't understand it.

    • @Scorpwind
      @Scorpwind 13 дней назад +2

      The comparisons should give you a solid idea of what the fuss is about.

  • @quantum5661
    @quantum5661 14 дней назад +4

    what if we dont have a 4k monitor tho? i have a VGA 4:3.
    btw, hope your buddy is feeling better soon.

    • @ThreatInteractive
      @ThreatInteractive  14 дней назад +6

      On any monitor 4K or below, as long as the video setting is set to 4K the issues we demonstrate will be visible comparison to what you would see during uncompressed real-time. It's not a pixel count issue and more of a compression problem with RUclips.

  • @IIlIIllII
    @IIlIIllII 13 дней назад

    Past a certain resolution, AA is useless. There might some merit to designing games to run in 8k by default in the future (regardless of consumer monitor resolution). Both hardware and optimization need to improve, but once we hit that 8k native gameplay paradigm, AA is meaningless, and won't be implemented, also saving computation time. The human eye can only see so small. But to bridge the gap until then, your suggestion for different optimization methods might be the bandaid. (poorly worded comment, hopefully I make sense)
    Indeed, a Threat to the industry.

    • @ThreatInteractive
      @ThreatInteractive  13 дней назад

      There's some interesting research regarding blur and the fundamental nature pixels you can find here: new.reddit.com/r/MotionClarity/comments/1aotmv5/understanding_why_only_blur_can_fix_pixel_crawl/
      There's also a point where rendering that many pixels is pointless.
      As for the bandaid comment, we used the Finals as good example as to why a custom engine can have positive impact. If just one game can benefit from improvement, that's a win. The more people begin to understand this has nothing to do with enhancing performance or visual quality, the more we can progress.
      We'll be explaining more about our plan for engine changes soon. But first we need people aware of the problems.

    • @IIlIIllII
      @IIlIIllII 12 дней назад

      @@ThreatInteractive well, you're definitely right. I guess reading text in vr biases me to disable all AA and throw on some supersampling, even if I have to sit through some shimmering for the extra sharpness.

  • @ARCAD3BLOOD
    @ARCAD3BLOOD 12 дней назад

    Making a good and competitive engine cost a fortune.
    And also, cyberpunk uses redengine, as well as most of cdpr productions.

    • @ThreatInteractive
      @ThreatInteractive  12 дней назад +1

      Our solution isn't to make a new engine. It's to modify the issues(the graphic solutions) with the current leading one.
      CDPR is just as abusive with TAA to and take another look at 11:49.

  • @StarshipCaptainNemo
    @StarshipCaptainNemo 9 дней назад

    Can I have a TLDR please? Is there a twitter post that tells me the quintessence of this video in a haiku?

    • @kn6836
      @kn6836 9 дней назад +1

      Game are becoming more and more blurry without our consentement and at some point will all play at 240p on ps8

  • @MGrey-qb5xz
    @MGrey-qb5xz 13 дней назад +3

    if some how , some way asmon gold reacts to this video then the entire industry could become self aware

    • @cyclonebee2205
      @cyclonebee2205 13 дней назад

      Sure the dead rat alarm clock gross guy Asmon Gold is going to help save the industry? He can't even save his messy room. Do you really not think the industry professional graphics engineers know what they are doing? It's all calculated. Gamers WANT realistic art styles and graphics. So DLSS/DLAA is a perfect solution to the higher resolutions and realism gamers WANT.

    • @Scorpwind
      @Scorpwind 13 дней назад

      Let's hope.

    • @justyahz796
      @justyahz796 13 дней назад +3

      i think this video will do well. i dont want him slurping the views YET AGAIN

  • @Binxalot
    @Binxalot 13 дней назад +3

    Photorealism is actually a problem with modern games, but not for the reasons you've highlighted in the video.
    When playing a game with stylized graphics and art an unconscious exhange takes place. Our brains need to make sense of the abstract shapes, sounds, and symbols our eyes are seeing. So imagination *actively* fills in those gaps and players remember the characters, the stories, and locations in these games, and that makes the game better by default.
    That exchange doesnt happen with photorealistic games, instead players are only *passively* engaged with the game characters and environment. Everything looks like it should to our eyes and so no imagination is needed and so no mental investment was made by the player. Its a big reason why most photorealistic games are just meh, at least imo.

  • @MGrey-qb5xz
    @MGrey-qb5xz 13 дней назад +1

    along with 30 fps why is there input lag in some modern games, like demon souls remake.

    • @cyclonebee2205
      @cyclonebee2205 13 дней назад

      Souls game have intentional input lag.

    • @MGrey-qb5xz
      @MGrey-qb5xz 13 дней назад

      @@cyclonebee2205 from googling it seems the remake has noticeable input lag

  • @wulfgarpl
    @wulfgarpl 13 дней назад +1

    Solution? Just get older and your eyesight will be blurry anyway.
    Sad, but more probable than lazy dev studios dropping their shortcuts.

  • @Rexavalia
    @Rexavalia 7 дней назад +2

    With a recent update Nanite does cover foliage. Your info is not up to date, which is not good for an "investigative report".

  • @tyr8338
    @tyr8338 13 дней назад +1

    I played videogames for something like 35 years and I never bought a single microtransaction item in my life. I buy games pretty regularly but I couldn`t care less about how my character looks, I dont feel a need to buy any skins or passes. I will buy only story/content-rich DLCs, which must provide at least 10 hours of playtime. I`m a terrible consumer it seems :D
    For blurry games I got Nvidia filter - details to improve sharpness and clarity plus another Nvidia filter to improve contrast and other image properties so It`s games being blurry is not a big deal for me.

    • @damsoexclu6589
      @damsoexclu6589 13 дней назад +5

      Sharpening wont restore details lost and if you have ghosting it get the effect worse

    • @Scorpwind
      @Scorpwind 13 дней назад +3

      Sharpening does not fix the motion smearing.

    • @tyr8338
      @tyr8338 13 дней назад

      @@Scorpwind yopu can turn of motion blurr in options. If you have motion smearing try higher overdrive in your monitor settings, it helps a lot.

    • @tyr8338
      @tyr8338 13 дней назад

      @@damsoexclu6589 nvidia filter dosnt work like basic sharpening that gets image from a game and tries to sharpen. it actually gets it`s data before end image is done so you can change the image clarity and sharpen it that way so you can make a blurry game into a very clear one.

    • @Scorpwind
      @Scorpwind 12 дней назад +1

      @@tyr8338 I'm talking about the motion smearing that's caused by temporal AA.

  • @OmarFW
    @OmarFW 13 дней назад +1

    In a society that only values profit at the expense of all other motives, doing things optimally is never the end result especially when it comes to art. Games are built lazily and cheaply not because of incompetence, but because shareholders want a return on their investment and demand that profit be the only motivation so they force management to uphold that mandate.
    Welcome to the inevitable result of our capitalist society that caters everything around the wishes of the ultra wealthy.

  • @kebrus
    @kebrus 13 дней назад

    Some words on nanite:
    Virtualized geometry is often misunderstood, people don't understand how it works and what are the pros and cons. If you ask an artist they will tell you that they can have "almost infinite detail" or that they don't have to create normalmaps. While that can be somewhat true in some specific cases it shows they don't understand the tech. Likewise, if you ask a tech person not only they will tell you you can have ridiculous numbers of polygons they will add they it performs beautifully. Truth is no one bother to understand how it actually works.
    Pros: memory, by virtualizing the mesh and using a memory pool it means you can guarantee stable memory in your application, even in worse case scenarios where you might need more memory than your pool size it makes sure it all renders without spending more than limit, specially for consoles this is great. Yes it comes with some degradation of quality but for unpredictable moments in your game it means you won't crash it.
    Pros: pipeline, yes nanite is pretty much a real-time automatic LOD system but that means you don't need to create more than one version of your final mesh to create the other LOD levels, and if you worked in any serious capacity with them you know that no automatic LOD is good enough, I've seen the best systems being used where I was satisfied with the result only to have all the artists complaining about the quality. You may think they are being picky, but you should respect their view, if they say it's not enough then it's not enough.
    Cons: memory? Well if you know what you are doing memory should not be a problem, but more often than not people don't know, it doesn't help that it's being sold as infinite detail. Nanite meshes always have a very low memory cost when not in view, you can have thousands of them and it's no problem, however this very small number gets higher the higher the detail you mesh has, if you start spamming your word with 500k meshes because you want all that detail, not only you'll have a higher footprint overall but then you start limiting yourself on the amount you can have without degrading quality, and that's the issue, people should be creating the models in the same way they were creating before nanite, however what they are doing is exploding the polycount because they were sold the dream of infinite detail.
    Cons: certain other tech, for example shadow mapping is terrible for nanite because nanite is view dependant, if you need to render your scene again from another view now you'd need to redo everything from that light point of view to render shadows while in traditional methods this is easier to do because you simply reuse the asset and memory that you already used to render your scene. This is true for every other tech that requires scene knowledge like global illumination (lumen)
    In terms of which is more performant, if you say one or the other you simply don't know what you are talking about. It all depends on the context of the game, I can easily prepare different cases where one is faster or the other is faster. As a developer you have the responsibility of checking and using the one that fits the best, it's not like the engine is forcing you to use nanite.

    • @ThreatInteractive
      @ThreatInteractive  13 дней назад +1

      Re: "it's not like the engine is forcing you to use nanite"- Not yet, Epic Games already admitted this is the goal on their roadmap and have no plans to update their latest software such as lumen to support traditional (much faster) optimization techniques.
      We stated that Nanite approaches real problems but it's terrible since it botches both performance and visuals 12:22.
      It's not Nanite vs. LODs when it comes to performance.
      It's Nanite+it's underperforming and ugly requirements vs LOD with better instancing (precomputed culled meshlets), better subpixel reduction designs.
      There is not a single game scenario that exists currently that can't utilize better optimization over Nanite. Under no scenario is nanite acceptable for real-time consumer efficient rendering. It uses concepts like visibility buffers & culling still fails to help performance.

  • @detective_solar
    @detective_solar 13 дней назад +4

    This seems like an investor video

    • @Scorpwind
      @Scorpwind 13 дней назад +2

      It's more of an 'awareness video'.

    • @Scorpwind
      @Scorpwind 13 дней назад +1

      @@cyclonebee2205 Stop shouting that it's a scam. You literally jumped into the quickest conclusion ever and completely missed the point of the whole video.

  • @shanshanshans5167
    @shanshanshans5167 13 дней назад

    Haha, great video but not for the casual gamer. I will use some of the sharpen effect in ReShade when the output is too blurry, the problem is it could look a bit "DRY" when overdone.

    • @Scorpwind
      @Scorpwind 13 дней назад +3

      Sharpening does not solve the motion smearing. Look carefully.

  • @mosesdavid5536
    @mosesdavid5536 12 дней назад

    Smaa costs the same perf as ray tracing

    • @Hybred
      @Hybred 12 дней назад +2

      You're thinking of MSAA, not SMAA. MSAA is intelligent super-sampling, only targeting edges. Less expensive than normal super-samplimg but still expensive. SMAA is just a post-proceess shader, its lightweight.

    • @mosesdavid5536
      @mosesdavid5536 12 дней назад

      @@Hybred Oh, why not just use dsr at 1440p + dlss q its more stable and clearer than 1080p vs all antialiasing. Plus you get 30% free performance
      You can even do dsr + dlaa at 1440p
      or dsr + 4k dlss q or B and it will look better than SSAA and MSAA and have better perf

  • @cyclonebee2205
    @cyclonebee2205 13 дней назад +2

    This reeks of holier than thou. Oh sure your little indie company with no gameplay of anything you made in sight is gonna save the industry? Do you not think some of the genius graphics engineers know what they are doing? "Saving gaming"? That is ridiculous.

    • @Hybred
      @Hybred 13 дней назад +13

      I think this comment reeks of holier than thou because it uses an illogical fallacy as the basis of its argument called appeal to authority.
      Nothing about Epic Games having good engineers, or it being a major company, major game engine, is a retort to OP's arguments. You must retort the arguments to prove your point.

    • @cyclonebee2205
      @cyclonebee2205 13 дней назад

      @@Hybred Epic games has industry leading real-time graphics engineers pushing real-time rendering. I suggest looking up online of their talent and then reporting back pls! Also you make me laugh "Appeal to authority"? OP as you call him Mr. forum board, acts like he is a genius when he is parroting things people say online all the time. How TAA is the devil and DLSS is RUINING gaming. When it isn't. In fact it can be argued it is making games be able to achieve more while rendering less pixels. There is a reason real game devs use DLSS! But sure, trust this no name indie company asking for 900k to "fix" ue5. Show us the gameplay Threat Interactive! Oh that's right. You don't have any and look like a child making a school presentation. Good luck on the 900k!

    • @Scorpwind
      @Scorpwind 13 дней назад +6

      No, some of the _"genius graphics engineers"_ don't know what they're doing. A lot of them probably don't realize just how much clarity their game is losing.

    • @pvprangergod4024
      @pvprangergod4024 9 дней назад

      @@Hybred appeal to authority isn't a fallacy

  • @holad-jlsegovia-423
    @holad-jlsegovia-423 10 дней назад

    Bless TAA

  • @bastardatwork
    @bastardatwork 14 дней назад

    13:36 Normal maps, not mip maps, are what generate surface lighting detail beyond poligonal shading. Mip maps are used for solving anisotropic artifacts caused by high detail/resolution textures. The two are visually closely related and arguably both can be solved (botched out) by TAA, however the video is showing poligonal detail VS baked in lighting (normal maps).
    Not sure if that was a typo in the video or a missunderstanding of concepts.

    • @ThreatInteractive
      @ThreatInteractive  14 дней назад +3

      Normal maps aren't baked lighting but more like fake geometry that affects lighting. Normal maps can also be mipped and if they aren't, you'll get specular related crawl. To put into perspective why this is directly related to mips is because disabling mipmaps on the right stones ends up causing shimmering/pixel crawl artifacts. The non-TAA artifacts seen with the Nanite mesh closely resemble this no mip gif shown in this mipmap study: bgolus.medium.com/sharper-mipmapping-using-shader-based-supersampling-ed7aadb47bec
      For anyone reading, what's happening in a no mipmap/typical nanite mesh scenario is that view matrix/frustum has a linear drop in sampling quality as object become further(the sampling spreads like rays). TAA fakes sampling and so can shaders like the one in the link above. It can happen to any kind of map depending on how different neighboring pixels in the texture are. Mipmaps can fake how lighting blends and combines to an eye or camera lense.

    • @justyahz796
      @justyahz796 13 дней назад +1

      normal maps can be mip maps