PLEASE READ FOR UPDATES, RESPONSES, AND *IMPORTANT* LETTER FROM FOUNDER: 🚨Official Threat Interactive Discord 🚨 discord.gg/7ZdvFxFTba (paused invites indefinitely) 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. Watching the full video without skipping etc also boosts the algorithm. We know some viewers want to help us reach more people and these are the best methods to do so. 3. Message From Founder: November was a tough month due to losing a close loved one. These videos are extremely detailed and require a lot of work and this video was actually supposed to be much longer. At min 6:12 you can probably tell I’m speaking a lot slower than the rest of the video. This is because I had done around 6 hours of recording and it was probably far past 4AM. I actually have footage of myself passing out in front of the camera. At that point I decided to continue recording the script the following day. We also tried a different mic and we didn't like it. The next video which contains the cut content will have mixed audio quality. Thank you to our current supporters and I hope you learned something new from this video. *4. We apologize for the typo at 2:06 reading "RND2" instead of "RDNA2" and the typo 5:32 reading "GTX 790" instead of "GTX 970". Hopefully we won't have too many issues like that again for this video. *5. Another typo was found at 4:28 reading "base 8th gen" instead of "base 9th gen". *6. 9:33 Rough specular and radiance can look similar but they are different phenomenons. DDGI still lacks both. *7. To clarify the math used here at 3:30. It's generalized math. Sometimes you only need 2x the power but you can find individual portions of recent pipelines that can scale exactly as described. Either way, having both is impossible. 60fps is archivable without slime-like visuals and we've barely tapped into resolution upscaling potential. *8. At 6:46 from left to right: OFF, SSAO, HBAO It was supposed to have the name above each one. *9. 0:09 Taraflop was written instead of "Teraflop" . *10. Stay tuned
@ElectricNippleTorture2 ай бұрын
Yes, the audio quality has improved quite a bit. Sorry to hear about your loss. Also I see "RNDA2" is in the text around 2:06. Keep up the work!
@ThreatInteractive2 ай бұрын
@@ElectricNippleTorture Thank you for the support. Noting the typo now on the pinned comment.
@lex_darlog_fun2 ай бұрын
@@ThreatInteractive Hey, a TA/RE with 10+ years of experience in mobile gamedev here. 7:50 One thing I need to note is that light probes are indeed a much cheaper alternative to LMs in some cases... but they're still not free. They still cost memory and, unlike LMs which after being loaded can reside in VRAM only, LPs in some implementations can eat up BOTH regular RAM and VRAM. So the LP density you've shown here is QUITE high for such a scene. Obviously, it would look nice with a per-fragment LP sampling. But in mobile gamedev this could be EASILY a LP budget for an entire scene (the whole level). Yep, it's for mobile, and PC/consoles have some headroom, but if you compare actual hardware of modern flagship phones to past-gen PS4 (still being the primary platform for most PS players), you'll see they're not that different anymore. So even LPs aren't a silver bullet and you still need to use them "the smart way" and not just fill the space with them uniformely (which unfortunately contradicts with the "single click" culture you mentioned earlier). And even when used properly, LPs don't compete with LMs but complement them. The sad reality is that you still need to use each tool where it suits the most. Whether you develop for mobiles or PS5 or PC with 4090 onboard, I still believe the best visuals can ONLY be achieved via a balanced combinations of all the lighting techniques, which include LPs, LMs, SHs/SGs and yes, some form of realtime GI (if your platform allows it) with post-processing AO and stuff. So disregarding/alienating one of them is equally as bad as it fully relying only on it. And don’t even get me started on optimization at content level, which seems to be fully forgotten nowadays. MOST if not all lighting-related artifacts you mentioned (like light leaking) can easily be beaten with thoughtful content preparation. Like not relying on auto-unwrapping for LM UV-set and instead unwrapping it in such a way that there's a seam at such potentially problematic areas. ... But with all that being said, there's clearly a trend to light EVERYTHING fully dynamicaly by default (Starfield, anyone?). I can't tell if I agree with it, but it's the direction the industry seem to be going in rn. And if we keep going this direction, ALL of the mentioned techniques no longer apply, and Unreal's approach starts making sense. But I don't think our current hardware is ready for that. It seems more of a wishful thinking to me... and Fortnite-specific case extrapolated to the engine as a whole (I fully agree with you on that).
@ThreatInteractive2 ай бұрын
@@lex_darlog_fun The density was high but it was done that way to show the probes better. As for checkmark workflow, the target would be automatically placed probes/environment information just sparse enough around static objects(as we stated is usually 70% of the scene) for dynamic indirect radiance calculations to work fast enough. The slide mentioned ray tracing dynamic objects (for occlusion or new bounce light info) but we might be able to use something a little faster like DF based occlusion/int based color injection.
@ClayWheeler2 ай бұрын
@@ThreatInteractive 05:32 GTX 970 not GTX 790
@DrathVader2 ай бұрын
Genuinely crazy how we have this unimaginable graphics power by standards from a decade ago, and yet consoles (even pcs in some cases) still struggle to produce a clear image at 60fps. Optimization is dead
@realmcafee2 ай бұрын
im using unreal engine and i have so many problems to optimize. its a bloated mess while im also very good with UE and i can not imagine that the AAA studios, which are going to use UE soon are going to have a better performance than me.
@NahrAlma2 ай бұрын
Unreal Engine killed it?
@CharlesVanNoland2 ай бұрын
It's not dead, it's just on life-support. Don't worry, as we approach the hard limits of silicon developers will have to start being more creative, and exercise more ingenuity, to do what the hardware won't be able to for them anymore... at least until we get off silicon and start using something like borophene or graphene or cupric oxide for semiconductors, but that's at least a decade off as far as I'm concerned. We'll see a sort of optimization renaissance in the meantime.
@Gustaviustwinkelberry2 ай бұрын
@@CharlesVanNoland silicon or graphene, this isn't a hardware problem we've seen 10 times weaker hardware do better, this is a developer/engine problem
@Scyzzles2 ай бұрын
And even if top-end PCs might be able to brute force through these shitty practices (except when they can't), it's insane that people now are so accepting of the idea that optimization isn't relevant to PCs because they can simply pay more money until they don't notice the problems. Even though they too would benefit from better optimization, gaining better performance and lower power draw. All the cost is passed on to the consumer, and they'll continue to do it as long as idiots with more money than sense continue to eat it up and defend this behavior.
@dingickso40982 ай бұрын
Less optimization = less money spend on developers Less optimization = hotter hardware market
@XenonG2 ай бұрын
NVIDIA has always been in close partnership with Epic Games.
@ChristopherGray002 ай бұрын
@@XenonG please stop with the wild unsubstantiated conspiracy theories, the engines suck, it's that simple, you don't have to make it more dramatic by it being a grand conspiracy. edit: oh wow i didn't know i was in loony town, jesus you guys need medication.
@ArksideGames2 ай бұрын
@@ChristopherGray00 These are not "conspiracy" theories. Just use your two braincells for 5 minutes. These are economical advantages. And money making entities will absolutely abuse these advantages.
@XenonG2 ай бұрын
@@ChristopherGray00 I 'member UT2003/UT2004 with the NVIDIA "the way it's meant to be played" and the various press release of them announcing they are working together to "better integration and building the future" bull crap along the years.
@XenonG2 ай бұрын
@@ChristopherGray00 Though the relationship had soured a little a few years ago, as UE devs deprecated RTX style RT in their main branch in favor of their in house Lumen and NVIDIA offering their own fork of UE.
@weall1208Ай бұрын
It's incredible to me how game developers manage to find ways to use up all of those cores, VRAM and RAM in new hardware to produce games that look worse or at best the same as offerings from 6 years ago while also running infinitely worse. All in the name of chasing the photorealism pony that gets further and further away as diminishing returns only continue to mount.
@bazejjureczko2282Ай бұрын
Youre spiting facts🔥🔥🔥🔥🔥
@CalgarGTXАй бұрын
We are now so 'photorealistic' that puddles of water in games have a perfect mirror finish reflection, I'm still looking IRL but still haven't found one that does that...I'm glad it runs the game at slideshow speed so I can enjoy it fully tho
@OwennerdАй бұрын
@@CalgarGTX I actually am someone that is pretty wowed by RTGI and Ray Tracing effects in general, but you're point about ultra-reflective water is spot on. I hate how a lot of games implement ray tracing then just make EVERYTHING(let alone water) absurdly reflective. Hogwarts Legacy made every floor have a mirror level of reflection if you enabled RT, it looked so much worse than without RT... Also, water does not always reflect! Most lakes/ponds/oceans have too much movement on the surface to reflect, but enable RT reflections and you'd never know that in most games... It's not really so much an issue with the technology as it is art design, and developers wanting to really show off tech by turning it up to insane degrees...
@JMPERagerАй бұрын
@@CalgarGTX I have seen it, and it's amazing, but the way it happens in every puddle in game is unrealistic
@vitordelimaАй бұрын
And there were many other fast methods for GI that weren't used yet, such as Voxel GI, screen space GI combined with off-screen probes, panorama space GI, ...
@ElectricNippleTorture2 ай бұрын
Dang, you will not sleep until this industry cancer is cured. Mad props for the dedication, and I hope your team won't give up.
@JPMurasaki2 ай бұрын
Thank you ElectricNippleTorture, very cool
@raheem-t8u2 ай бұрын
👍
@l3monguy2 ай бұрын
This guys is the only one where I turn my adblock off.
@1lapmagic2 ай бұрын
He won't sleep then. You'll keep buying new stuff
@ElectricNippleTorture2 ай бұрын
@@1lapmagic I only buy old stuff on GOG and Steam. Pirated STALKER 2 and it refuses to run on Windows 10 LTSC 2019, sadly.
@StefanH2 ай бұрын
Valve's HL2 dev commentary made me appreciate their crazy dedication to optimization and supporting hardware. "Yes this game will run on DX7-DX9 and we're going to precompute billions of shader combos. We will distribute the computation of lighmaps across all office computers. We will design and fine tune each and every gameplay scenario to fit into our strict performance budget". And back then it was obvious that a frame would be rendered within 1 frame
@zanymaster9102 ай бұрын
To be fair the lightmap stuff was required - HL2 had a direct lineage from quake 2's map format and compilers, so with the scale of maps in Source they had to hack together the distributed compilation system. And because HLSL didn't have conditional operations they had to compile all the different varieties of shaders for it to even work back then
@dirtkiller232 ай бұрын
Even today in Deadlock where it's deferred and almost all lights on the main map are dynamic,it has lightmapping solely for baked indirects And it runs pretty good today after optimizations that reduced the intensity of Distance Field stuff...
@Dregomz022 ай бұрын
Black Mesa devs also made some miracles they have damn impressive dynamic lights and shadows on DX9 and source 1, Blue Shift mod for BM only made it even more cool looking shame that it runs way worse than the base game but once you add DXVK you get amazing performance with great and sharp visuals that none of new games can achieve without sacrificing image clarity. Titanfall 1 and 2 were also made on Source 1.
@gibsson2 ай бұрын
Really nice to meet you on this video I have a great time with portal revolution
@tablettablete1862 ай бұрын
I remember a similar comment in HLA as well. They limited many of the flashlight missions because of perf and precomputed everything they could.
@IDonotHaveAGoodNameАй бұрын
we spent 20+ year optimising lighting techniques to achieve a realistic and optimised look in our video games. Then we promptly threw it all away because we started having gpus capable of simulated the actual proccess of light.
@AlphaGargАй бұрын
This is exactly why I hate RT. Sure, it's neat, but it's just not worth the loss in framerate considering what's possible without it.
@NebulatheZoruaАй бұрын
@@AlphaGarg its a fun gimmick but right now that's all it is: a gimmick if it becomes affordable and runs good in like 10 years, THEN i'll be happy to say it's not a gimmick, but right now it's JUST a gimmick.
@AlphaGargАй бұрын
@@NebulatheZorua Not to mention that the only reason it's even remotely possible performance-wise is because physical parts of the newer GPUs were dedicted JUST to this tech. What world would we be in if instead of RT cores we got, say, 10x more compute cores, or more raster cores, or something actually useful like hardware acceleration for generating different types of noise. Probably a better one. Problem is, those wouldn't have sold as well, so we're stuck in the worst timeline :(
@darkzeroprojects4245Ай бұрын
@@NebulatheZorua A overpriced, and power consuming gimmick. I swear these people are more the problem.
@chronoatog5650Ай бұрын
Partial simulated ray tracing. If you did full ray tracing like in blender... you'd get a frame every 20 seconds at 1080p
@mark.0822 ай бұрын
I swear MSGV's Fox engine was a gift from god itself. It runs with a buttery smooth 60fps in a fat PS4 and even a PS3 was able to run it at 30 frames. I'll never forgive konami for ditching it.
@sergiovr_2 ай бұрын
Playing that game in base PS4 at launch was a blessing. People say that the 30fps target is not that bad, but having 60fps made the game much more inmersive and enjoyable for me. A shame that it was not finished because it is still one of my favourite games (fuck Konami)
@Rabaikal2 ай бұрын
that's the upside of custom Engines. Kojima Games alsways look and run flawlesly. Death Stranding was also very well optimized and they made sure to properly use the Decima Engine and it runs much better then Horizon on PC. Still if I even see MGS3 I'm baffled how well the graphics and style holds up. It's timeless and so will be MGSV.
@Jake_Garcia2 ай бұрын
fox engine also was great for the Pro Evolution Soccer Games too. too bad it was really time consuming to make a game on it to the point where konami just decided to hop on the unreal engine train
@Coconut-219Ай бұрын
Japan has always had that magical ability to squeeze absurd amounts of program optimization out of relatively modest hardware.
@victorkreig6089Ай бұрын
@@Coconut-219 that's because they don't incentivize frivolous spending. Granted devs also get paid trash as a result but it keeps them realistic about the scope of their games which makes it really easy to optimize for. It's common sense that comes at the cost of very jaded workforce that only works there because of their honor culture that's still extremely prevalent today
@AncientGameplays2 ай бұрын
I've been saying it for a long time. Gaming Graphics/Optimization peaked at around 2016. After that the bad optimized titles started to be more and more! As for cascade lighting, I had already seen it before and in the case it was applied (like PoE) it looks exceptionally well
@Leeches-2 ай бұрын
Definitely around 2014-2016 yeah. 2016's Battlefield 1 was probably peak. You go play that right now and it looks and runs better than anything released this year. Its actually absurd. I get 300 FPS in Battlefield 1 on my 4070 Super, 7800x3D build with no DLSS, then I hop onto Stalker 2 or Starfield or Last of Us Part 1 or Star Wars Jedi Survive or Dragon's Dogma 2 and I get between 40 and 80 FPS, with DLSS on. Its depressing. These games will never be fixed. Ironically in an era of remasters and remakes, we need demasters and demakes. I'd LOVE if they took Stalker 2 and demastered it into a 2010s engine with lower fidelity. These games are simply unplayable as is. They make you ill looking at them.
@oropher12342 ай бұрын
@Leeches- yet the new titles just look alot better, but you are blind to it
@stuntvist2 ай бұрын
Assetto Corsa with SOL still runs at like 100fps on a 1060 and honestly looks better than most modern games. It's actually impressive how everything just looks movie levels of overly colour corrected blurry noisy mess now.
@hmp012 ай бұрын
@@stuntvist oh yes, people wont belive you but we who know what you are talking about totally agree :D there are videos of assetto corsa on youtube that could easily pass as real life footage
@Reitaliation2 ай бұрын
Exactly For me Wolfenstein The New Collosus and Ghost Recon Wildlands was the moment i thought "okay, graphics improvement is definitely possible after that level of fidelity, but it's not necessary". I've not changed my mind still
@JameskiiАй бұрын
5:19 This is extremely important for the conversation, thanks you for visualizing it. Huge chunk of large studios’ “next big title” games have this oddly specific unnatural look to them due to lazy development lighting solution shortcuts. My casual gamer friends (who got into gaming only recently), had no idea what I meant when I was ranting about “glowy” look of many big titles, especially when you don’t set the graphics quality to the ultra or whatever. I hate that look of them and I hate that even with those sacrifices many of those games still end up running like crap. It’s obvious to me that it’s never just a stylistic design choice but it seems way too normalized these days.
@me67galaxylifeАй бұрын
Surprisingly not a lot of likes for such a known creator
@me67galaxylifeАй бұрын
And goated comment too
@minamoto_hikariАй бұрын
Huh? Jameskii?! You also care about graphics development?!
@downgradingАй бұрын
hi james
@roybreaker15152 ай бұрын
I genuinely enjoy playing older games more and more. They're optimized, sharp, and smooth. And while the graphics aren't as advanced as today, i'll always prefer a sharp clean image quality with high smooth framerate over smeary stuttery unstable "modern" game image. It's impressive how it kind of feels like the gaming industry is actually regressing backwards in some aspects. I don't understand every single thing in your videos, but I think they're great and more people should see them. Great video
@Ozzianman2 ай бұрын
I recently started replaying Far Cry 4. It still looks stunning and I am able to do SMAA and downscale. Image looks crisp.
@superior962 ай бұрын
Exactly, same thing here. I can run older games at native 1440p +240fps high settings on my 360hz 1440p OLED and the image quality is superb compared to almost any modern games using TAA garbage and where you need frame generation to achieve anywhere near 240fps.
@superior962 ай бұрын
@@OzzianmanI loved FC3 back in the day. Am I better off playing FC4, 5 or 6 now? Which one is the better game?
@Dregomz022 ай бұрын
I'm playing Black Mesa Blue shift mod and they use dynamic lights and shadows on ancient source engine using dx9! they use them very often and they look great Stalker trilogy is also a great example every object and npc can cast shadows when using your flashlight or environment lights. Modern lazy devs keep lying to our ears that it can't be achieved since they are too damn spoiled and incompetent, one dev even said to me that they want more easy to use tools to make everything easier (automation) and create better graphics, but what kind of graphics will you get without optimization (they hate work) and smudged by muddy temporal AA? It's a shame that practically all vets have retired or got chased out of the industry and now we are in a huge competency crisis, nvidia for sure love that idea since people now are forced to buy more expensive gpus to have playable framerate at native 1080p and above.
@Dregomz022 ай бұрын
@@superior96 6 is total garbage avoid it at all cost it doesn't even feel like a FC game, FC4 and 5 are both great games but i felt like FC5 felt like a dlc not a mainline game i expected something more
@9thCrusade2 ай бұрын
a few weeks ago i watched a 3 hour siggraph talk about how a studio took like 3 years to develop the clouds they wanted. midway in the talk he says "and finally we can reach our target fps of 30 on a 9th gen console" and i stopped the video and was just like what in the fuck is this. these studios are satisfied with 30 fps in 2024 i almost lost my shit
@ThreatInteractive2 ай бұрын
I thought you were about to say "3 hour siggraph talk about how a studio took like 3 years to develop the clouds they wanted" just to say "and with TAA(a smeary variant) acts as the final resolve step" as I find this to be the most common lol.
@GeometryEX-hp9zs2 ай бұрын
Shouldn't it be 60FPS or 120FPS? 30FPS is just the basis.
@fr0ntb0t2 ай бұрын
@@GeometryEX-hp9zs30fps is no basis. 60fps is the basis. 30fps is the bare minimum.
@Mate-ct8gtАй бұрын
@@fr0ntb0t 30 fps should be the target performance on an OLDER console not current gen
@Robert_4444Ай бұрын
30 fps is easily playable, sometimes i'm happy with even 15-20 fps
@IcureditwithmybrainАй бұрын
I've often found myself puzzled by the increasing difficulty of running video games each year, despite the graphics not improving very much. Now I finally understand why this is happening.
@saricubra2867Ай бұрын
The issue is crappy CPU perfomance when we have insanely fast mini gaming threadripper chips now.
@sparda9060Ай бұрын
@@saricubra2867 CPU isn't really the issue right now or GPU hardware, its down to developer's optimization. Threadripper CPU product line are for workstation workload not gaming. Its too slow in clockspeed to help with gaming performance and lacks L3 cache for higher IPC. Best CPU for gaming right now is X3D vertical stacked L3 Cache with X3D product line with 8 fast cores. As long as more X3D CPU gets develop the more improvement we can see in game performance. Large amount of L3 cache allows the CPU to skip long length it needs to travel to loading up and storing data on the system RAM and instead load it up on the L3 cache thats connected right next to the CPU cores. That way CPU can handle off the instruction to the GPU to render the next frame. Most games that are cpu bias (cpu heavy games) like MMORPG, Simluator games, openworld sandbox games, racing games, and some FPS takes really good advantage of L3 cache on X3D CPU giving massive amount of performance increase with the same GPU.
@sparda9060Ай бұрын
You have to check which game engine the games are being run on, like UE5 or Snowdrop engine are known to be super high end hardware requirement. most games are being made in UE5 right now so gaming performance will be bad unless its game engine issues are fixed and game developers spend more time optimizing for performance over visuals (slapping on effects and passing on to consumer to brute force performance hit with high end hardware).
@saricubra2867Ай бұрын
@@sparda9060 Nanite is pointless, why add trillions of polygons to a rock that will look like a pixel on our monitors? UE5 is extremely bad for gaming. Source 2 is overlooked, CryEngine 5 is also amazing (the Nintendo Switch can run all Crysis games with ok perfomance and SVOGI lighting, similar lighting to path tracing).
@sparda9060Ай бұрын
@@saricubra2867 nanite is decent if they actually used it for objects and items that matter in the game. using it for dirt, rocks, and terrain textures is a wasted performance like you said.
@marconapolitano28212 ай бұрын
the problem is that nowdays a new figure has emerged, i call it the tutorial bro, until about 5 years ago, all the people who made tutorials for game development had at least some type of experience actually making games, but now the market is so saturated that there are people who only make tutorials as their job, but have never actually worked on a real project, i watched unreal sensei on 5.5 the other day, and he said that with megalights and nanite we have bypassed all the major limitations of computer graphics, and then stalker 2 cannot even run at 30 fps
@ThreatInteractive2 ай бұрын
100% agree the tutorial scene.
@Ugly_Baby_Gaming2 ай бұрын
fucking hate them guys... because unreal is free they can do whatever as a "KZbin EXPERT" the wrong way. most just like the sound of there own voice and forget to give information not that it's any good anyway. It's one of the main reasons I switched to Houdini for development, as more of the community know there shit. and your problems get solved much quicker.
@ravensharpless2 ай бұрын
I remember years ago following a tutorial for baked lighting in Unity. After going through it I couldn't figure out why my lighting would either take hours to bake or not at all until a dev friend of mine pointed out that my texels shouldn't be 200 to 400 as shown in the tutorial but in the 10 to 30 range
@kiq47672 ай бұрын
@@OverbiteGames👌
@yonjuunininjin2 ай бұрын
I disagree. Tutorial bros already existed when I started with Unreal Engine in 2015. It was very difficult to find anything for free that you could use in a company environment. I don't think the ratio of bad / good tutorials changed. However, the amount of tutorials increased exponentially, so nowadays, you will see a lot more bad stuff, but also more good stuff :).
@callofdutyfreak101232 ай бұрын
As a computer engineer this is the shit I wanna see in my feed
@Atomic-toons00Ай бұрын
As a god of the universe i agree
@псюАй бұрын
@@Atomic-toons00 no you arent lol
@SomeRandomPiggoАй бұрын
@@Atomic-toons00 As a professional thingimajigger I agree
@hoangminhnguyen5035Ай бұрын
You have proof of he isn't?
@TheJohn_HighwayАй бұрын
Crysis 3 and BF1 run on the modern equivalent of a hot potato, and yet they completely stomp 99% of modern games in both visuals and tech department. Modern gaming is a joke.
@cola98765Ай бұрын
I'd like to add also Witcher 3 and Talos Principle 1 to that, While not the best at optimisation, it did run well and look good Meanwhile TP2 used and just announced Witcher 4 is to use UE5
@weasle2904Ай бұрын
Agreed, Battlefield 1 looks WAY better than Stalker 2 but can run 1000% faster?
@EsKenneth2Ай бұрын
and battlefront 1 on ps4 looks awesome and have better graphics than a actual games and is a 9 years old game wtf
@heavn_or_vegasАй бұрын
You guys are literally blind
@heroninja1125Ай бұрын
I've been playing battlefield V and crysis 3 on my laptop, plugged into an external 4k 160hz HDR monitor. Its GPU is "only" an RX 7700S. Yet the games run buttery smooth with excellent visual fidelity.
@Dexter019922 ай бұрын
As someone who studied UE5 for a year through a gaming 3D artist course, the engine has great stuff, but it feels like it prioritizes looks over any form of optimization. Many of what they taught us were visibly very heavy to perform, but were quickly dismissed with "doesn't matter, Lumen/Nanite will take care of that". We once had to make a forest environment we downloaded assets from quixel bridge. They were beautiful, but... 10GB for a dozen trees? 30GB for a pack of bushes and grass? Yes, there were several quality stages, but even then, no wonder games nowadays occupy 100GB. It felt to me like development convenience nowadays is making many games being developed with the idea that the hardware will just bruteforce the horrendously unoptimized scene. Which unfortunately you can often see with lots of games making use of asset flipping. Nothing wrong with buying assets to speed up development, but can you at least make sure your game doesn't require a 3080 to run at 30FPS...?
@Gann4Life2 ай бұрын
"It runs well on my 4090" Bro I just managed to get a 1660s this year (gifted by someone) and unreal appears again with even worse performance games, but ooh look how good they look 😇 I can pretty much appreciate any game unless it's made on unreal, seriously.
@ArchOfficial2 ай бұрын
The crazy part is that Lumen and Nanite are contributing to performance issues and don't actually fix anything.
@ShuckleII2 ай бұрын
What's crazy is that GPUs have not been improving much recently, you can't exploit overly powerful hardware IF IT DOESN'T EXIST. Right now it's mostly Nvidia that makes the most powerful consumer GPUs and it's a monopoly, they can use abusive pricing, and the performance per dollar metric is just not improving, the only reason you can get a powerful Nvidia GPU is because you payed way too much for it. Not everybody is rich, even in first world countries. And that lowers how many copies you sell. Games for idiots, made by idiots.
@edwardevans14982 ай бұрын
@@ShuckleII paid
@Eichro2 ай бұрын
50 dollars they're in cahoots with graphics card manufacturers
@xenioxx2 ай бұрын
I love this guy, fuck TAA and never stop calling this shit out
@forbiddenera2 ай бұрын
A-fkn-men!
@ClayWheeler2 ай бұрын
I mean, TAA is already in GTAV on PS3. It's just modern TAA written completely different from PS3 and PS4 generation
@sebastianx708pl2 ай бұрын
@@ClayWheeler pure TAA was added only on enhanced PS5/XSX edition, PS3/PS4 are using FXAA
@ClayWheeler2 ай бұрын
@@sebastianx708pl TAA means Temporal Anti Aliasing which already existed since 2008 but it went through countless changes
@FsicX2 ай бұрын
is TAA really the problem? because the way i see it unreal engine is the real problem
@dirtnoise0Ай бұрын
I like the way you present numbers and data in big letters, much cleaner than loads of benchmark graphs with convoluted extensive naming schemes and small numbers with the actual data. One can tell that you are knowledgeable about important details in the dev pipeline, nothing feels forced or out of frame - and instead it teaches you some new thing.
@Unprotected12322 ай бұрын
I've got enthusiast level hardware (Ryzen 9800X3D and an RTX4080). I've also got the self-awareness to acknowledge that this level of hardware should not be the current baseline in 2024.
@pira7072 ай бұрын
wait you mean a 9800x3d shouldn't be struggling on stalker 2? (jokes)
@Lauren_C2 ай бұрын
Running Blender on my gaming laptop (RTX 4060) absolutely blows me away. Compared to what I had a decade ago, I’ve got a literal supercomputer that I casually toss in my backpack. And it’s not even high end hardware today.
@fitmotheyap2 ай бұрын
@@Lauren_C I have an RTX 4060 Ti and it's simply amazing Then I look at UE5 games... lowest settings use 4gb VRAM, not even funny, really?
@GugureSux2 ай бұрын
I was literally still running an archaic i7-2600K + GTX 1060 6GB desktop PC roughly 6 months ago. Most video games and apps, and I mean an overwhelming majority, ran just fine at 1080p 60fps, without any sort of upscalers, framegen, or other post-Corona era UE5 smoke and mirrors. Only the very recent, overpriced Unreal 5 slop have given me trouble, even after upgrading my entire PC to a 5th gen Ryzen 7 3D + 12GB RTX card.
@ShuckleII2 ай бұрын
With optimizations like these, games can look way better. It's not just about the graphical techniques looking better, but when they run faster, you can play at higher FPS and resolutions, vastly increasing image quality even in high-end hardware. What's crazy is that GPUs have not been improving much recently, you can't exploit overly powerful hardware if it doesn't exist. Right now it's mostly Nvidia that makes the most powerful consumer GPUs and it's a monopoly, they can use abusive pricing, and the performance per dollar metric is just not improving, the only reason you can get a powerful Nvidia GPU is because you payed way too much for it. Not everybody is rich, even in first world countries.
@inertia_dagger2 ай бұрын
it does feel to me sometimes that a balance between good graphics and smoothness hit its peak in doom 2016 and eternal
@Nate_M_PCMR2 ай бұрын
Pretty much every Id Software game is known for being well optimized
@George-um2vc2 ай бұрын
Bout 2014 to 2018 was the peak.
@susceptance2 ай бұрын
There was also Star wars battlefront which ran at a perfectly stable 60 on high on my 970 and looks about the same or better than every AAA game released since
@progste2 ай бұрын
@@Nate_M_PCMR except Rage
@gibsson2 ай бұрын
Any idtech based game engine (almost) ran perfectly on last gen hardware too. Source 1 and 2 or I.W engine are well known one.
@ARKSYN22 күн бұрын
This man is fighting the war I've been serving in for years! Keep it up man, this needs to be common knowledge for consumers.
@Oxenfroschgeneral2 ай бұрын
UE5 = unoptimized engine 5
@dingickso40982 ай бұрын
Stutter Engine 5
@Gluckanutyj2 ай бұрын
UE 5 FPS
@pira7072 ай бұрын
@@dingickso4098 b-b-b-but my framegen+dlss+nvidia reflex!!!
@ArtificialDjDAGX2 ай бұрын
UE5 = Unreal that this Engine can barely reach 5 fps on the lowest settings.
@fus1322 ай бұрын
Unoptimized, because it is.
@oztheglitch2 ай бұрын
i remember playing battlefield 1 on a 1050ti with no issues and that game looked great. at this point it is obvious to me that all the mainstream games/engines are intentionally bloated to sell new hardware.
@markosz222 ай бұрын
It's unbelievable that game was released 8 years ago...AND IT RAN SO WELL on hardware of that time. Still looks amazing apart from some low res textures.
@Dregomz022 ай бұрын
Graphics peaked in 2015-2017 after that everything went downhill fast.
@razmann4k2 ай бұрын
@@Dregomz02 As silly as that sounds, it's actually true. Even though things like path traced lighting itself looks excellent, it's spoiled by the blurry, smeary TAA mess that encompasses all of AAA gaming today.
@TheEmolano2 ай бұрын
BF1 looks better than BF2042 while running in much older hardware.
@Ablequerq2 ай бұрын
I have a strong feeling that Nvidia has a finger on this. But of course fanboys will deny it.
@StickNikАй бұрын
People still chasing Arkham Knight with it's modified UE3.
@JackFoxtrotEDMАй бұрын
NFS 2015 also looks incredible. Burnout Paradise still looks incredible and that's good ol' Renderware!
@erisium6988Ай бұрын
@@JackFoxtrotEDM both those games look good because its dark at night game
@JackFoxtrotEDMАй бұрын
@@erisium6988 BP is during the day.
@PASTRAMIKick2 ай бұрын
I wish Guerrilla Games could license out their superb engine, I hate how every big dev studio is deciding to use Unreal, the market is starting to become a duopoly
@GC-jm9bt2 ай бұрын
Honestly it would probably end up like CryEngine. Decima is not a generalized engine like Unreal. Supporting an engine for your own studio is different than supporting an engine for the public.
@MLWJ19932 ай бұрын
We just have to treasure the few in-house engines that're still decent. Too bad Rockstar lost all their good personel, because Rage is a genuine good engine for open world games. 🫤
@MichaelPohoreski2 ай бұрын
@@MLWJ1993 What happened with Rockstar losing people? Isn't the RAGE team still around?
@MLWJ19932 ай бұрын
@MichaelPohoreski Pretty much all the talented people we know from GTA V & before quit. So GTA VI might actually be the dystopian Rockstar game with no soul at all to make money first and foremost instead of being a good game. We'll see I suppose, but I've got low expectations.
@PalmsDesign2 ай бұрын
@@MLWJ1993 Talented people get replaced with talented people, especially at a studio like Rockstar, btw there's still a bunch of OG's there, its still the same Art director from all the previous games, Sam Houser is still the president of Rockstar and the people responsible for the engine have nothing to do with the people that left. Most of the people that worked on Red Dead 2 would be working on GTA6. Studios don't just die because people leave, they die because of bad practises and policies.
@Hybred2 ай бұрын
This is weird timing, because last week I was talking about Unity's adaptive light probes & how UE needs another realistic lighting system than just Lumen, because right now its sort of all or nothing which forces developers to use full dynamic RTGI even when they don't need it just because the alternatives aren't competent enough. Epic Games infuriates me at times. What are they doing? I know their engineers are intelligent, but they also make really bad decisions at times which I'm struggling with understanding.
@ThreatInteractive2 ай бұрын
No market incentive is the problem(for Epic & especially not Nvidia). It's already the most voted feedback but there is not monetary gain. 3rd parties like CDPR that could have influenced a better direction don't recognize the issue either.
@SianaGearz2 ай бұрын
@@ThreatInteractive CDPR didn't care that their last major title released in a sorry state on unfitting hardware running like a total slog, and they won't care again next time. By the time the next game is ready, the next generation of hardware will be around the corner to rescue them and make things at least vaguely palatable.
@richardtucker59382 ай бұрын
@@ThreatInteractive This isn't directly to do with the topic of this video (btw excellent, watching video multiple times i can learn a lot) but what are you feelings on the path traced projects that Nvidia and some developers collaborate on? Do you like them being around as a sort of niche/tech demo and high end option? Or do you think that they have an adverse affect on the mindset of developers and consumes in regards to what should be the ultimate focus of lighting techniques (more likely to want a fully dynamic system like Lumen, even when not needed etc), Also what do you think of the approach that Rockstar seems to betaking with GTA 6 (we don't know in depth, but a ray traced GI, ray traced reflections with ssr overlay, and shadow maps)?
@Gorion1032 ай бұрын
Because their main focus is Fortnite, UnrealEngine for others is less important for them, thus features they make are mainly focused for Fortnite usecases. Thats why it SO cheap. Ue4 before fortnite were more generic and fitted more projects, now because of reasons a lot of developers when choosing engine they just go with UE5, even if it dont fit their needs or they cant make it fit their needs (eg writing Your own lightning solution). I mean, why? If UE5 dont fit You need you can go proprietary, or other engine (unfortunately for us there is not many good options, but that's mostly not Epic`s fault).
@GameBoyyearsago2 ай бұрын
@@Gorion103well Cry Engine and Id Tech And Source Engine is the last solution for diverse art style projects : )
@lemurtheory9350Ай бұрын
this is also a side effect of veterans getting chased out of AAA and unskilled workers replacing them.
@dataanalystbynight4375Ай бұрын
You mean DEI hires who couldn’t code in C++ to save their life and get labeled as the title “games developer” when they couldn’t develop their way out of a wet paper bag. They only know how to use UE5
@5L0TH2 ай бұрын
I can't wait for the RTX 5000 series to come out and for all these problems to continue to get worse. Any complaints about performance or image quality will be drowned out by people mindlessly spouting "JuSt BuY a NeW gPu".
@George-um2vc2 ай бұрын
I will be a 5090, not to play new games, but to play 2014 to 2018 games at 4K 240fps 🤪
@Dregomz022 ай бұрын
I've heard it so many times: "What are you poor?" "3rd worlders like you should buy consoles" it's almost like Nvidia are hiring those shills to make people ashamed and guilty trip them to buy new overly expensive GPUs. I didn't expect for gaming to became as expensive as some luxurious brands of the clothing or accessories, you need maintream audience to buy your games once they are gone since they can't afford anything but the mid end you as the dev team may go bankrupt from lack of sales to cover your budget and you always want to double your money not to barely break even.
@simpson67002 ай бұрын
"just don't be poor"
@ShuckleII2 ай бұрын
What's crazy is that GPUs have not been improving much recently, you can't exploit overly powerful hardware if it doesn't exist. Right now it's mostly Nvidia that makes the most powerful consumer GPUs and it's a monopoly, they can use abusive pricing, and the performance per dollar metric is just not improving, the only reason you can get a powerful Nvidia GPU is because you payed way too much for it. Not everybody is rich, even in first world countries.
@lucio-ohs88282 ай бұрын
Plus the GPU’s are gonna be way more expensive. Not only is nvidia guaranteed to make them more expensive like they did with the 40 series, Trump’s tariffs are going to make them even more expensive than nvidia’s base price hike.
@kiss4luna2 ай бұрын
The UE5 shadow in STALKER2 is hurting my eyes.
@tomthomas34992 ай бұрын
Not to mention severe ghosting on foliage/grass, i really hate that this is gonna be the industry standard when we have cleaner image quality from Ps4 era.
@kiss4luna2 ай бұрын
@@tomthomas3499 i agree. i think epic makes UE5 like this because it brings the max money from 3 different areas: fortnite, film&TV industry and architecture&interior design. every UE5 game demo looks like a film trailer with heavy color-grading preset. but human eyes have much better luminosity range (kind of HDR) than any current camera.
@parker44472 ай бұрын
@@tomthomas3499 It's cause the devs use only the old UE 5.1 version that doesn't have among other things Nanite foliage. If the game was made in 5.4 with Nanite landscapes and all other things that are missing in the old 5.1 version Stalker 2 would look and run way better.
@tomthomas34992 ай бұрын
@@parker4447 Look better perhaps, run better i really doubt that since nanites itself add more cost on gpu performance.
@kaidatu.2 ай бұрын
Same thing in Wukong, i was shocked how bad shadows are.
@sturdystubsАй бұрын
Game Studios are helping NVIDIA line their pockets by continuing to push "more advanced" content to require consumers to purchase GPUs more frequently. That's NVIDIAs new business model.
@ancientflamesАй бұрын
Yeah that how tech works. Old thing gets old new thing does new stuff.
@funkyskunk8122Ай бұрын
You do realise that NVIDIA aren't the only GPU manufacturers I mean U console guys should know lol haha
@sunofabeach9424Ай бұрын
@@funkyskunk8122 yeah their market share is only 88%, like no way they are main profiteers here
@Butcher-m7yАй бұрын
@@funkyskunk8122no u dumb bot he meant they're the ones pushing stuff like RT which in turn ruins everything, it wasnt AMD that did it
@johnclark92627 күн бұрын
@@funkyskunk8122Yeah, the Nvidia conspiracy starts to fall apart when you factor in the console space. While PC-exclusive developers stand to gain from being biased towards Nvidia’s hardware, developers who focus target the AMD-powered consoles only stand to lose from their games performing poorly on those platforms. And then there’s Nintendo developers with their underpowered Nvidia-based hardware, who also only stand to lose from Nvidia’s performance chewing habit.
@madrat96782 ай бұрын
This state of Unreal is an absolute heartbreak... I love working in this engine, the amount of tools it provides for it's users in compare to competition engines but the way it is developed around Fortnite needs it's mindboggling... It's soo inefficient in how it works... Kind of reminds me that Epic always pushed for dynamic lighting since UE3 as first iteration of it didn't had Lightmass. I hope this initiative and many studios that switched to Unreal will develop better solutions or implement alternatives that are at least hybrid ones and it somehow pushes Epic to merge them to main release so all smaller studios that do not have resources to do that on their own can benefit from it.
@LooperEpicАй бұрын
It’s kind of crazy because nowadays it’s actually hard to run Fortnite. It wasn’t too easy before, but since these “technological advances” you actually have to tweak the graphics a good bit to squeeze performance. A game like Fortnite should run perfectly, especially since it’s not graphically intense. Kinda sad how unoptimized the engine is because people consider it industry standard now.
@Hpalhazred2 ай бұрын
Dude, we were screwed as soon as DLSS and FSR came out.
@Skazzy3YT2 ай бұрын
Upscalers have been the biggest mistake in gaming history
@HappyChap82 ай бұрын
They were supposed to make raytracing possible. Instead, they are used by Devs who have absolutely no idea how to write code at all. Guys like Carmack would be embarrassed by what game devs have devolved into.
@Gungrave1232 ай бұрын
@@HappyChap8 DEI induced competency crisis
@drasyte70172 ай бұрын
They were developed to have good performance when using high resolutions like 8K or ray tracing + a better alternative than TAA, they were never meant to be mandatory at anything less than 4K/8K or Ray tracing
@templarkid.2 ай бұрын
@@Skazzy3YT They were supposed to be a plus, not a need
@Syron965 күн бұрын
I'm so glad this is being discussed in a broader community
@GugureSux2 ай бұрын
UE5 has done unimaginable damage to the gaming industry within few short years.
@XMail-ei2ur2 ай бұрын
It all started in Unreal 4, when became a easy engine to individuals make some good looking scam games. Most game companies seen how easy it is to use Unreal, are now going in the same path fast. Next The witcher and Cyberpunk will be made with Unreal, they said it already.
@PaladinHD2 ай бұрын
It's doing us a favor by being a AAA quarantine zone, making it easy to spot bad games!
@PedroHernandez-kf6vr2 ай бұрын
The UE engine might be part of the issue, but all this bullshit started thanks to Nvidia, and their raytracing implementations. Ever since then ghosting effects, blurry presentations are even more present then before, and all of that for the modest price of half of your frames, what a joke.
@SL4PSH0CK2 ай бұрын
it all started with the buzzword "next-gen" graphics marketing
@jimmythecrow2 ай бұрын
@@SL4PSH0CK the tv watchers are the problem.
@1ups_152 ай бұрын
in source 2 you can preview your scene with real-time ray tracing in the editor before baking the lighmaps, this makes the baking process far less tedious and still allows for static lighting
@jorge696962 ай бұрын
The point is to find a dynamic lighting solution. We already know baked lighting exist.
@dirtkiller232 ай бұрын
and majority of lights in Deadlock are dynamic,but indirect is baked + Distance Fields
@gibsson2 ай бұрын
I kinda hope that source 2 would be open license like unreal Yeah, actually we need more competition in the engine space
@zbigniew26282 ай бұрын
@@gibsson They planed to license it, but tools were rushed for HL:A, which resulted in a lot of spaghetti... S&box devs manage to get this version and are doing their own overlay. Nowadays there are some hints that tools are way more efficient to work with, so I guess that they are going to license Source 2 after "HL3". Also ID Tech is going to be more open for modding, by giving all tools used during Doom development.Idk if they are going to license it too.
@wastoxic2 ай бұрын
@@zbigniew2628 you forgot to mention that facepunch and valve are working to make it possible to publish s&box games on steam
@shinobudevАй бұрын
This man is exposing the big-GPU industry.
@zf8496Ай бұрын
100%
@TwinOpinion2 ай бұрын
A someone who has obsessed over animation and rendering techniques since I was a child, I gotta say, this channel is AMAZING. You're putting the spotlight in all the right places, and I love it! 👏
@argoniantuncboyacyan17802 ай бұрын
When I said games run and look worse in recent years, people just told me to buy a new GPU. Turns out it's just sheer laziness and incompetence of developers.
@CodeEleven_862 ай бұрын
Yup. Also sometimes when I play games then it noticably lags at certain area/condition, sometimes I just investigate and thought "Did they use X/Y/Z to optimize this problem?" when found the problem's consistent
@fawneight71082 ай бұрын
I mean.. many do not look worse, but the performance for those visuals its indeed way worse than it should
@neilranson41852 ай бұрын
You’re wrong they look better and run better over all. If you choose to focus on the negatives you will distort the truth. More games run at 60fps now than ever and have better image quality overall
@FordHoard2 ай бұрын
@@neilranson4185 Wrong. Battlefield 1 from 2016 objectively looks better than 2042 from 2021. And it runs way better. I made a video on my channel showing Metro 2033 OG from 2010 that looks better than Stalker 2 that just came out.
@neilranson41852 ай бұрын
@@FordHoard wrong, you failed to understand my comment. Reread and then I maybe able to respond as you have no point as it stands
@Cedar77Ай бұрын
This boy will go far and I'm here for it! 👍
@MatthewRumble2 ай бұрын
A threat interactive video? Im instantly clicking even though i dont understand 90% of what this guy is talking about
@aephos.overwatch2 ай бұрын
Lol
@SevyPATata2 ай бұрын
same actually
@emmlu3692 ай бұрын
the anger fuels me
@George-um2vc2 ай бұрын
Sigh, me too 😂
@NeedlessEscape2 ай бұрын
Make games great again. Nevermind we need a better protest slogan.
@martysmods2 ай бұрын
Someone let me know you mentioned my MXAO shader =) Great video and well researched. There are several things you might find interesting about my new MXAO versions. The version on the forums are really outdated. I'm not using Bayer specifically anymore, but the new pattern is very similar and has a few other properties I require. MXAO now uses visibility bitmasks, which is absolute state-of-the-art for SSAO and improves upon GTAO.
@abstract27562 ай бұрын
The man the myth the fucking LEGEND
@ThreatInteractive2 ай бұрын
Thank you! We are honored to have such a supportive comment from you!
@crestofhonor23492 ай бұрын
How did you do your screen space GI system?
@Rexhunterj2 ай бұрын
I'm constantly reminded that people like you, tirelessly slaving away are the reason we can enjoy this hobby at all. I gotta get my arse in gear and finish my own game engine.
@shinobigamer35895 күн бұрын
Great vid, subbed. Great to see a fresh channel this good!
@gibsson2 ай бұрын
Pray that valve would license source 2 like epic did with unreal We need more competition in the engine space to be honest
@lucio-ohs88282 ай бұрын
What we really need is for Godot to become more fleshed out for 3d. There are some cool upcoming realistic 3d games made in Godot, but you gotta put more work in to get those graphics out of the engine unlike unreal.
@happygofishing2 ай бұрын
@@lucio-ohs8828 godot 3d still sucks but at least its vulkan because fuck microsoft.
@gibsson2 ай бұрын
@@lucio-ohs8828I mean sure, but we need more capable 3D game engine that well optimize to fill the gap in the market Source 2 could be candidate for that, since the engine is less feature bloat than unreal and cater towards game making and not glorified CGI movie productions
@drinkwwwaterrr2 ай бұрын
@@lucio-ohs8828 I seriously doubt Godot will ever become mainstream in the AA and AAA space because its developers are obsessed with the engine being "minimalist". They believe if something can be a plugin it should be which means it lacks tons of necessary 3D features like a terrain system, level streaming, level design tools, vertex paint, complex animation systems, and the list goes on. Some of these exist as community made plugins but relying on third parties to fix gaping holes in your game engine is a pretty shoddy solution at best...
@johnnyguitar80672 ай бұрын
If Valve really wants to dominate the VR space they should license the engine
@cryzenx.2 ай бұрын
i have actually good connection to dana cowley from epic games, maybe i can send her this video just to get some notice
@riverblack1232 ай бұрын
Please do
@guilhermedecarvalhofernand16292 ай бұрын
Do it pls
@Dailyshorts_of_youtube2 ай бұрын
Please do, wonder if they pour the resources to fix it.... or just call it a day to the investors..
@amadeusk5252 ай бұрын
Oh wow very cool to see you here, I've been watching your Zelda videos for probably a decade now. Awesome to see people actually caring about the engine they use!
@chrizzLanc2 ай бұрын
Please do⁴
@sobekflakmonkeyАй бұрын
I`m happy im not the only one who noticed that game graphics kinda peaked a little while back, The Division 1 was in my opinion the pinnacle of clarity and graphics details...
@Hexa1123Ай бұрын
Good times😢 I miss that game
@PockitGames2 ай бұрын
I love how you sound more and more upset at this XD. i mean... it's completly understandable and justified. thx for the great videos!
@anonymouseovermouse19602 ай бұрын
The more i've read into these topics, and the more dumbfucks i've seen defending these decisions, the angrier i've gotten. So i don't blame him at all.
@RedactedBrainwaves22 ай бұрын
I don't understand how. I don't understand why. But whenever I put on a 2009-2013 game, which only has FXAA, the game just looks so sharp and nice. Nowadays TAA just makes games look like liquid diarrhea.
@imaginarymenageriemanager63032 ай бұрын
Less things to draw, more simplistic lighting.
@neilranson41852 ай бұрын
Old games are terribly aliased and low res. Over all modern games are less aliased and higher res. These are objective facts
@RedactedBrainwaves22 ай бұрын
@@neilranson4185 I don't know I just put on GR Future Soldier and the AA is remarkably sharp at native 1080p. The only issue I see is the lower res textures. And yes, the lighting is visibly simpler but honestly it still looks good. Future Soldier was released in 2012, and btw I'm running the dx9 version rather than the dx11.
@neilranson41852 ай бұрын
@ I’m not talking about 1 game my comment was games over all are sharper and less aliased now than they were many years ago
@neilranson41852 ай бұрын
@ don’t mix up subjective taste with objective truth. My point as nothing to do with the what you personally find better or worse
@oniilumabitoАй бұрын
So impressed by how well informed these videos are! Great job!
@AdamTheChips2 ай бұрын
I'm a long UE user. I come from an Animation Background where UE and realtime methods is such a blessing for a rendering. but the first problem that we faced is ghosting. we can't have this blurry ghosting for renders. guess how UE handles that ? they give us Mult Accumulation Render. they basically just said "F U guys, just render your frames 32 or 64times more to get rid of the ghosting". Although its still cheaper compared to the traditional renderer this got offseted again by the amount of work that we need to do to just get traditional animation to get rendered in UE. Your Channel can give us hope that these ghosting and blurryness shouldn't exist in the first place. Thanks and I'm Subscribed 🔥🔥🔥
@anonymouseovermouse19602 ай бұрын
I've always wondered how Epic fixed the ghosting for renders, since they seem to be pushing for movies and other CG stuff. Turns out, they didn't, from what you're saying. And i'm not surprised, thay's the most Epic Games "solution" possible.
@AdamTechTips272 ай бұрын
@@anonymouseovermouse1960 yes, a quick "movie render queue temporal sample count" would show it all. theres also a youtuber called 'William Faucher' that shows how it works kzbin.info/www/bejne/fKnZd2awo8h2oqM . almost all movies and vfx features used on UE relies heavily on temporals 😂
@GeometryEX-hp9zs2 ай бұрын
I only plan to use UE for some of my work. If I do a full CGI animation, I think I will refuse to use UE. The rendering problem of UE is still a problem. Although it will look gorgeous.
@AdamTechTips272 ай бұрын
@@GeometryEX-hp9zs UE graphic wise was very good for CGI. its faster than any renderer today (of course with its hacks and cheats). but to set it up you actually have to dedicate more time to make compatible assets from models to rigging to animation that runs good on ue. the rendering is really fast but that fastness is got offset back by how tedious it is to setup the assets(context : fbx pipeline, coz abc is too heavy. and usd is a halfbaked mess). I am now already use UE4 n 5 to make animations for these past 4 years. more and more i can say we better off with blender 😂
@GeometryEX-hp9zs2 ай бұрын
@@AdamTechTips27 I plan to use Maya to make CGI animations. Unless I need to do some physical calculations or particle calculations, I will consider using UE. I still regard UE as a game development platform rather than a renderer. Blender is good in many aspects, but blender is not very convenient in some places. However, the effect of the cycle renderer is really realistic.
@ArksideGames2 ай бұрын
Unreal is just a "fortnite engine" at this point.
@ThreatInteractive2 ай бұрын
Sad but 100% true.
@Verchiel_2 ай бұрын
People just see your run of the mill "Unreal engine graphics tech demo" and see it as a one stop shop for amazing looking games and the only engine worth using. It's massively frustrating hearing people tell certain companies should just switch to unreal engine because it'll somehow result in massively better games.
@AdiAdiadi-hg8tn2 ай бұрын
"Unreal Stutter 5 FPS"
@George-um2vc2 ай бұрын
And even Fortnight has shader compilation stutter.
@ThreatInteractive2 ай бұрын
@@George-um2vc Traversal and shader Stutter. Fortnite performance is far worse than it should be with Lumen. VSM and Nanite nail the coffin for it.
@Fotznerwin27Ай бұрын
Watching your videos I begin to understand quite a few things. Some weeks ago I played Star Wars Battlefront II (2017) for the very first time on my old OG Xbox One which lives in my girlfriend's living room. I was blown away how good it looks on a 1080p TV running on that old console. It looks even better than any AAA title I play on my Series X in 4K. It's pretty much a shame how the whole gaming industry went downhill in terms of graphics implementations and renderings.
@zachb17062 ай бұрын
Forgot how gorgeous the division was for the time.
@niktodt12 ай бұрын
AC Unity also looks gorgeus and it's freaking 10 years old now.
@Wasdniak2 ай бұрын
And even back then it got criticized for being downgraded from their E3 previews, much like Watch Dogs.
@PosterityIslesNewsАй бұрын
@@Wasdniakand rightfully so
@vollaniumАй бұрын
One of the last great games from Ubisoft imho.
@AvastAvoid2 ай бұрын
Protect this man and spread his words. Complacency is Extinction.
@NeverIsALongTime2 ай бұрын
100%!!!
@hansolo394624 күн бұрын
You're literally the hero we need
@basiliotornado2 ай бұрын
That 3d radiance cascade demo is so satisfying to watch, i hope it works in full size worlds and catches on
@cvarc37362 ай бұрын
I think its made by path of exile dev
@cowclucklater84482 ай бұрын
It's such a cool technique. I really hope it's expanded upon and used more.
@cowclucklater84482 ай бұрын
@@mirukuteea are you sure they use 3d radiance cascades or are you mixing it up with something else. I thought cascade fields are newer than DL2
@pira7072 ай бұрын
@@cvarc3736 if that's the case, it's just win after win for them. :o
@Tegyukfel2 ай бұрын
When Croteam retired the amazing Serious Engine in exchange for UE5 for Talos Principle 2, I cried.
@markosz222 ай бұрын
Same with CD Projekt. They had an amazing engine, but they switched to UE5 for future games... I guess the CEOs and managers ignorantly said "why spend money developing our own engine when EU5 exists". Can't wait for it to backfire when they release their next game looking worse and running worse than Cyberpunk 🤣
@Antroid2 ай бұрын
To be fair the engine already wasn't amazing in SS4. I think their main tech wizard had left and so the engine in SS4 was pretty undercooked and had serious (heh) performance problems. For them UE5 might have actually been an improvement... Though I still love SS4 and think it has some very pretty views.
@WayStedYou2 ай бұрын
@@markosz22 i bet also a bunch of the deves that actually understood their engine left after the cyberpunk 2077 debacle
@GameBoyyearsago2 ай бұрын
Dammmm i almost forget serious sam you reminded dammmm nostalogia : )
@wastoxic2 ай бұрын
@@markosz22 how can something run worse than first day cyberpunk
@earthtaurus5515Ай бұрын
This is the first video, as far as I can remember that I had to pause to digest the information mentally as I kept running back all the technological progress made years ago and yet we're in this messy state - at the rate it was going I was thinking back then (almost a decade ago)we'd be at least True 8K by now. Well delivered in a clear and concise manner.
@waterpotato16672 ай бұрын
Metal Gear Solid Delta not being in the Fox Engine is heartbreaking.
@snakeshepard97612 ай бұрын
That's what you get when you fire all your engineers and spend the next 10 years making mobile games and pachinko machines
@sinelacico2 ай бұрын
Fox engine internally was a mess and really hard to develop on afaik, but it also looked beautiful and had great performance, still I understand why they dropped it especially after losing most of the people who created it
@Graceksteam2 ай бұрын
@@sinelacico Source please? I'd like to learn more
@sinelacico2 ай бұрын
@@Graceksteam I had a look and was unable to find anything, I guess those were just rumors I had heard then-- still upgrading would have been difficult and switching to ue5 especially during pre-launch hype would have seemed like the better decision for them at the time so it's "understandable"
@GugureSux2 ай бұрын
@@sinelacico Yeah, sounds like you got 1-guy'd, my bro. One of the first things Kojima demonstrated pre-MGSV's release was how quickly and easily they could cook up an interactive scene with the FOX engine. It was also so darn well optized, that it ran at 720p/30fps on the 7th gen consoles (PS3 and X360), which translated to silky smooth 60fps at 1080p on early-2010s' mid-tier gaming PC, like my old i7 2600K + GTX 560ti 1GB.
@SSBMBubbles2 ай бұрын
getting sick of nerd redditors claiming that "you don't know what you're talking about" while failing to explain how you are. great content!
@Unordinary-lg4yt2 ай бұрын
In what sub? The UE sub? People that are actually developers/artists might give pushback because they’re actually involved in the process.
@AuntJemimaGames2 ай бұрын
@@Unordinary-lg4yt Yep, and how many supportive comments are actually from developers and those working with the tools or in the industry? It seems to be mostly those that aren't actually all that well-informed about the technology and the realities of using it. And how often do Threat or these commenters actually offer solutions or alternatives that are viable? It's easy to say "this is bad," and harder to say "and here's why," and even harder still to evaluate things like "and here's how to fix it." Rage bait sells.
@NeverIsALongTime2 ай бұрын
That's an appeal to authority. You don't have to be a chef to know if food taste like shit. He also has support from extremely respected and experienced members of the dev community. He is gaining support because he PROVES his point and is working to create solutions!
@Munshin2 ай бұрын
@@NeverIsALongTimeThat is not an appeal to authority. It's simply, a viewerbase of fake gamers with the intelligence of a rock who blame DEI on everything. A viewerbase with conspiracy theories about "big tech" communicating with Devs to make their games I optimized so GPUs can sell. Literally the dumbest thing I have heard tbh. People complaining that an 8 y/o GPU is struggling to run AAA games that sell by utilising technology which wasn't designed to run on OLD HARDWARE. It's like people forgot all about Crysis and how tesselation was useless on older hardware. All failures who couldn't make it in the industry are just crying.
@St0RM332 ай бұрын
reddit has gone downhill since 3 years ago, now it's full of retards in an echo chamber, you can't discuss, if you don't agree they delete and shadowban your posts
@IsaraiLeeАй бұрын
Seriously bro, you cant imagine how excited i am to see your videos. Ive been seeing these issues, ESPECIALLY the TAA issues, growing worse and it's baffling. Makes me feel crazy pointing it out and having everyone disagree with me, honestly felt defeated and like i just had to accept it. I have renewed hope, i really hope this leads to change cause it's night and day going to older games
@tehf00n2 ай бұрын
I work in game dev. Since realtime dynamic global illumination became a regular thing (there were lots of flavours back in the day from approximate hybrid raytracing to nvidia's VXGI) I've said that we became so proficient at faking lighting that sometimes it can look better than raytraced or realtime GI solutions. It's all about the artists and what space they are given to develop a scene. There is a lot of lazy lighting around now because you can just enable a checkbox and it works without the hassle of baking. But out of the box solutions will always have issues with specific edge cases.
@gruntaxeman37402 ай бұрын
Yes... I watched those raytraced Doom videos and they.... suck. It just don't work if there is game designed to certain type of visualization and that is then raytraced. Artists need to take care how well things are visible. Purpose of graphics is that how game communicates to player, it is communication language. Maximum realism easily fails.
@ThomasShatter2 ай бұрын
@@gruntaxeman3740 Basically all of these "old game but with raytracing" projects show complete lack of artistic vision and understanding of how to create atmosphere with lighting.
@gruntaxeman37402 ай бұрын
@@ThomasShatter Yeap... I think if someone want to remaster Doom with original assets, it should closely follow original how things get darker in distance and using sector light values as ambient value. Perhaps lightmapping to add _some_ low frequency detail to planar surfaces. Also, lightmaps can have color, some color tint light from slime etc. and assets can read color tint from lightmap. Textures may have slight parallel effect. Water/slime can be replaced with shaders that can use _some_ screen space reflection (because Doom camera has fixed tilt!) but just not overdo effect, underdoing instead. It can still move low fps like original. Oh, and one thing. Remastered version likely works best using 4:3 aspect ratio and 640x480 resolution. Why I like it to be work as this is that when Doom was released, screen sizes where 15" and scaling 320x200 to 55" looks like Tetris and is harder to human see other than boxes moving on screen so some details could be added and planar surfaces could look bald. Not too much, because it can break immersion, because details should be same time hidden and original art style should be respected. Increasing resolution from 320x200 to 960x720 is way much harder. It just can break immersion. There should not be too much contrast with high resolution rendering to low resolution assets, but if asset resolution is increased they can not reveal details too much. Increased fidelity can make them to look as moving cards. But raytracing and HD rendering... no way.
@deadturret4049Ай бұрын
I get so annoyed by that. If you don't have a day night cycle, games should be baking their lights. It looks so much better.
@tehf00nАй бұрын
@@deadturret4049 you can still bake if you have a day/night cycle also if you have access to the lighting and shadow information from the shader pipeline and you store information with a base value you can interpolate to simulate it. But that's the point where it gets complicated and dynamic lighting fixes a lot of issues and solves some performance cost vs design time cost.
@powmod12 ай бұрын
Damn dude you should be going to conferences and raise awareness about these issues
@robosergTV2 ай бұрын
lmao, you think senior engineers are not aware of that?
@NeverIsALongTime2 ай бұрын
Well, they're not educating anyone about it or doing ANYTHING about it are they?! This channel is!
@FordHoard2 ай бұрын
They don't care because they have a DEI list they hire off of instead of competence.
@odg1190Ай бұрын
I love your vids man. You're a true nerd, no bullshit, just trying to put this stuff out there to get traction and some well needed change.
@nikout132 ай бұрын
I am incredibly happy to hear that you've acknowledged and gave light to Alexander Sannikov's breakthrough on cascade radiance lights. This technology really has to be considered due to incredibly cheap computational formula that makes GI result look objectively better to use than all the RT solutions within Unreal 5. I always adored the concept and the idea to use traditional dynamic lighting with probe manipulation technique in mind to avoid horrendous costs at default settings. Although I think Valve's Source 2, on which Half Life Alyx was made, needs to be introduced more to people from their GDC conferences demonstrating tech on lighting solutions, especially on weaker hardware that isn't a RTX 30 series minimum. Source 2's user experience with setting up indexed lights of many kinds, and bake all the dim lights, GI and fills to simulate that quality that everybody is trying to achieve via "computational power", when disk size is the answer, so long as you don't overcomplicate your scenes with Nanite meshes that rely on Lumen to light properly - optimization of assets really needs to come back with proper topologies, height and normal map bakes in both spaces.
@snow7132 ай бұрын
Your channel provides objectivity on an unmatched level. Long-form journalism is dead, but you’re doing your damn best to keep the spirit of it alive! I will always watch your videos and support your mission.
@EpicSOB_Ай бұрын
its nice to know I'm not crazy, and hear an actual dev explain this, it has seemed to me for a few years that lighting in games has not been getting better but still getting more noticeably demanding for years. i am a firm believer that good lighting can make or break a game, regardless of the texture or model quality.
@crispychicken1432 ай бұрын
the "you are incredibly irrelevant to this conversation" hit so hard lol
@Dante02d12Ай бұрын
Seriously, people who buy 1000$ GPUs somehow aren't able to understand that they are not the ones who will suffer from limitations. It's literally rich people telling the poor that they are not starving.
@raiyankhanmajlis61122 ай бұрын
2:24 I'm starting to see why 1080p 60 with upscaling and frame-gen is a thing.
@apacchiart3970Ай бұрын
Thanks for bringing this to light. It needs to be talked about more. I always hated how bad and flat new games' lighting are compared to some older games. I hope these conversations can steer developers striving for better quality
@Variapolis2 ай бұрын
[Edit: It being less efficient than all other techniques in worldspace may not be entirely accurate. See my replies.] One thing to note about PoE 2's lighting solution. The paper states that the screenspace lighting solution is great for a game with a mostly static perspective such as isometric, however, you would need to use a world space method for something like a first-person shooter, which is much less efficient than current techniques and other techniques that were mentioned. I think its a great system but limited to only games that are side-scrolling or top-down.
@damianabregba74762 ай бұрын
I'm interested in real world test how it performs and its tradeoffs in worldspace. There are no direct comparisons sadly, as it might be better in some scenarios
@Variapolis2 ай бұрын
@@damianabregba7476 I believe Sannikov did some real world tests but I could be wrong. You can see the paper for yourself and maybe try to implement the technique. kzbin.info/www/bejne/rJ2pYnaObb1oeMU I plan on trying to implement the screenspace solution for a project idea I have in the future, but not any time soon.
@Personaless2 ай бұрын
Wanted to post about POE2 myself. The shader talks are wonderful, and they optimize so well around the camera restraint and I hope to see it run well come Friday. So glad they have their own engine
@Variapolis2 ай бұрын
@@Personaless Yeah, as a game dev who isn't really into that type of game, I'm considering trying it out just to see all of the neat tricks they use to make such an innovative game. It should run extremely well based on everything I've seen and read, it's basically free GI lol. Looking forward to it myself! Enjoy it when you do get to play!
@anonymouseovermouse19602 ай бұрын
There's a talk by the graphics guy who came up with that method, where he said that he made fully working prototype of a non-screenspace variant of that method and it worked great.
@JakeTalksGamesYT2 ай бұрын
You've validated so many of my arguments online you have no idea. I knew shit didnt feel right in UE5 games but I didnt have the words for this.
@kesamek853724 күн бұрын
Superb video. Gamers on PC are getting rinsed so hard for component upgrades.
@Lingel-Sama2 ай бұрын
Get this guy to 1 Million subs already so the publishers and ceos get pressured into fixing their games
@ThreatInteractive2 ай бұрын
SHARE SHARE SHARE!
@coommanderscheppert92222 ай бұрын
if you do a small tech demo with all the techniques you are aware and pitch that im sure you would gather even more attention this topic needs so much in modern game development
@4m0n6823 күн бұрын
bro here spitting nothing but straight up fire. Games need people like you
@RichardLofty2 ай бұрын
Best advice for developers - always have a low end machine for testing! And honestly, using low end hardware for development also helps. If unity or unreal lags while developing, nag them about it!
@0rdyin2 ай бұрын
It also saves development costs in a way...😅😅
@simpson67002 ай бұрын
@@0rdyin time costs more than a couple of machines
@0rdyin2 ай бұрын
@@simpson6700 It was just a pun...
@GugureSux2 ай бұрын
THIS. I once had an "honor" of working on a mobile game project, which absolutely lacked directing. They were developing it on Unity, but you know something was wrong when this game meant to run on PHONES lagged like a mofo on their high-end gaming/ development PCs! Just a quick peek under the hood explained why. Insanely high-poly 3D models, for characters and backdrops, clearly sculpted in Blender, all coated in 4K PBR textures!
@gruntaxeman37402 ай бұрын
@@GugureSux PBR is actually cheap, if it is done using one S3TC compressed diffusemap + one RGBA texture that hold 2 channel normal map and two other textures. And there is still two other textures to use on shadows, projected lighting, environment map, lightmap etc. because 4 textures don't seem to strain shader. But never draw triangle less than 10 screen pixels, never use higher than 2k textures on mobile. And 2k textures should hold everything on draw call, and repeating data in draw call should fit on GPU cache. Just calculating amount of bandwidth budget there is per frame, developer can make Raspberry Pi 5 running easily 720p@60fps.
@Coconut-219Ай бұрын
Another thing to think about is, because everything tried to transition to differed-rendering pretty much ALL rendering techniques and shader APIs had to be completely remade from scratch to use differed-rendering. The "modern developer" is barely capable of making the most basic own code work, let alone the sheer herculean task of trying to re-create years of prior technological advances. The new generations of game engine developers don't have any "John Carmacks" to call their own...
@BasePuma4007Ай бұрын
This is the central issue. It's almost like the industry has gotten too large, too decentralized, and there isn't enough propper engineering talent to go around, and all these medium sized companies just don't bother trying anymore, and hedge their bets on UE5 thinking they don't need any software engineering expertise.
@ZealothPLАй бұрын
To be honest, its a bit of an universal engine. A century ago you could literally start an aircraft manufacturing company in your shed and make a competitive design on a napkin basically. Nowadays you have two gigantic companies and one of them was no longer even able to design a new plane from scratch anymore. It's almost impossible for any single studio to actually make a full blown game engine from scratch anymore, especially for some of the larger projects - it would take years of work for hundreds of developers. Of course...an argument could be made for a truly open source engine shared by all
@Adrian_Franco21 күн бұрын
When the word "based" comes to mind, I think of Threat Interactive.
@TheCatOfWarCSGO2 ай бұрын
I don't even care that much about TAA and its artefacts visually, but I do care that it's used as universal cover for sloppy unonoptimized techniques, and it's a real shame that there ARE solutions to most or all of the problems that it's trying to smear over, but it's ignored in favour of industry standard GPU abuse, in an extortionate GPU market no less. Keep up the great work, I hope what you guys do can make a difference
@number9letterk2 ай бұрын
I care about it but mainly because it's on by default in UE5. A clean install of the engine, opening up the official Content Sample pack, and navigating to a map with a rotating coin is enough to see ghosting in action. It is unfortunate those settings are the default for an aspiring game developer using Unreal Engine, especially since it's not immediately obvious how to fix the problem.
@ricterАй бұрын
lol, i wish i was smart enough to understand all these techniques and the math behind them. for awhile when i played new modern games i thought i was just being the old man yelling at a cloud, and that the only reason i liked the graphics from 10ish years ago was because of nostalgia. it's nice to see there are good arguments behind my preference even if i personally can't articulate them
@m00nl8t8Ай бұрын
Go brother go 🔥 keep posting
@macronomicus2 ай бұрын
Optimization is an essential area to focus for consumer happiness, but as usual, thats a small % of what goes into production, there are many constraints, especially time/budget, often the call is made for the faster/cheaper solution out of pressure/necessity. IMHO there has to be ways for optimization to be both praised by consumers to embolden devs to demand more budget, but also from the other end, ways that optimization can be easier to implement, so its more universally known & has more people working to streamline/standardize it. There's so many factors at play I fear the only real push will be some studios making the effort & snagging the early rewards, mainly because more hardware will get the best possible fidelity, thus will get far more sales & hype. Sometimes industry has to get a spanking like that before higher-up's will bother to adjust focus.
@pira7072 ай бұрын
PC gaming market has become too big to tolerate with this bullshit.
@nisem0no2 ай бұрын
Thank you for bringing light to this. As a software developer it has become very clear that optimisation has take a backseat over the last few years. It almost feels like game devs benefit I'm some way by NOT doing optimisation passes (outside of time). An analysis of other engines (like bevy) in the future would be awesome. Cheers!
@MarcusBuer2 ай бұрын
"It almost feels like game devs benefit in some way" It is not game devs, but game companies. It always comes from management, and the devs have no choice on the matter. Truth is there is little incentive to optimize, players continue buying unoptimized games, so why waste developer hours in optimization when you can just release early and start your next project?
@nisem0no2 ай бұрын
@MarcusBuer that's who I was talking about...
@gruntaxeman37402 ай бұрын
@@nullvoid3545 It starts from modelling. It doesn't work that way that you model first and then optimize. Model your assets directly correct way. Godot do have indeed very fast renderer.
@sjoerАй бұрын
Just pre-liking this video because this needs to resonate more in our industry!
@chriswellalv3480Ай бұрын
512, 1GB ,2GB ,4GB VRAM requirement was the holy grail era of games for me
@Suilujz2 ай бұрын
When I got my 5800X3D and 6950 XT I imagined I'd be playing elder scrolls 6 on these but seeing how starfield and UE5 games have turned out I'm not so optimistic lol
@PaintsAreOp2 ай бұрын
I mean you want to use 2022 CPU and GPU to run 2035 game...
@kunka5922 ай бұрын
That's what happens when management only wants to hire mentally ill people and drive out anyone competent.
@iBocks_2 ай бұрын
@@PaintsAreOp LOL, yeah, after starfield, i don't see a elder scrolls 6 coming out in the next 5 years
@Munshin2 ай бұрын
@@PaintsAreOpWait, I can't use a gtx 1080 to run starfield on max settings or cyberpunk with a ray tracing mod at 60+FPS? Time to blame DEI hires since I'm not smart at all.
@Suilujz2 ай бұрын
@@Munshin I don't care about max settings or raytracing, what I'm most worried about is the atrociously bad CPU utilization and stuttering we're headed for. If you're fine paying $2k for a mid-tier experience GPU then be so but you're looking like an idiot here defending bad corporate practices.
@NociaFone-v3qАй бұрын
Thanks!
@ThreatInteractiveАй бұрын
Thank you so much! It's such a major help!
@Cup_70Ай бұрын
Keep it up dude. You're voice is louder than others and you might end up being the one to fix this spiral.
@frankguy684326 күн бұрын
Thinking about it now The Division is still one of the most visually impressive games I've played, crazy to think how terribly it would run if it was developed today
@Murlokck24 күн бұрын
Leaving my comment for support!
@MaxRussel-m7t19 күн бұрын
+1
@myleft9397Ай бұрын
Thank God someone is finally talking about this
@CrophixxАй бұрын
Bro speaks out loud, what I felt for a long time. "Optimizations" that Devs do nowadays is just enabling Upscaling and call it a day, because "Muh modern games require modern Hardware".
@YaBoiBradyАй бұрын
Keep up the good work!
@ThreatInteractiveАй бұрын
Thank you!
@FrolkinatorАй бұрын
I understood at most 25% of what he said, but he sounds trustworthy.
@luckyboy5nu2 ай бұрын
I'm a game developer that uses UE5, i never take offense from these videos, i always see them as a positive way to call these issues out, Keep doing what your doing!
@KestilaАй бұрын
thank you for making these videos. I'm so glad someone is speaking about these problems
@mttrashcan-bg1ro2 ай бұрын
I'm so happy to see a channel making videos outling the issues with newer games and their visuals and performance while showing proof that there is an issue. There's a lot of people trying to gaslight others in to thinking 2024's game graphics are leaps and bounds ahead of games 8-9 years ago when in some cases they're worse if you take the Ray Tracing away, and not a single game in the last 5 years has run how I expected it to based off the visuals and technologies used.
@TomLehockySVKАй бұрын
Not just lighting, but also physics interactions.
@terryss95Ай бұрын
As per usual, loving your new vid release. Wanted to point out a typo to help, 9:52 chapter title.