There are three things I’ve learned never to discuss with anyone: religion, politics, and UNREAL ENGINE 5.
@connorjade54607 күн бұрын
LOL😂 ue too🤣🤣
@TorjinFu10 күн бұрын
It sounds like TI was saying "professional high quality games are purposefully cutting corners.....and lying about NOT" It sounds like you are saying "it's OK to cut corners, because you aren't professional " What am I missing here?
@AFistfulOf4K11 күн бұрын
No offense intended, just feedback: I know graphics tweaks aren't a priority during active development but you're putting your game out there and saying "my game's not UEslop" and then one glance at the video says "this game's UEslop" because of that awful overaggressive UE default motion blur. Turn that shit off. I'm not against motion blur, it can be used appropriately and look good, but this ain't it.
@avramcs15 күн бұрын
I feel like everyone is just dumping on either side without realizing that both sides are making pretty valid points. Is Nanite Overdraw a real problem? Yes! Even Unreal Developer Talks highly stress the need to optimize this in our worlds. Do we need an AI or whatever TI talks about to solve these problems? No! Is DLSS and modern Anti-Aliasing schemes mostly garbage,blurry,latency-inducing? Maybe? I personally hate upscalers, I don’t understand why I can’t use MSAA anymore with a high render scale instead of whatever AI AA they push now which I feel ends up being blurry. I can see though how a person with low end hardware would feel the opposite though. I don’t know, I think people like Threat Interactive are how games and game engines progress. Even before he came around I felt like games have been looking worse and worse comparatively to before, there must be a reason for that.
@mrpeanut18815 күн бұрын
UE5 moved towards deferred rendering, where MSAA is less effective. In the forward renderers now mainly targeted for VR and Mobile, MSAA is still an option. From my understanding, MSAA is not efficient on deferred lighting, which is around where the newer AA methods come in.
@ThunderTheBlackShadowKitty15 күн бұрын
@@avramcs Nanite simply shouldn't be used at all right now. It's too hard to run even on top tier hardware. MSAA is too GPU intensive (see GTA V) so that simply can't be used. DLAA + sharpening is currently the best AA in the world right now. The solutions TI is offering is exactly what we need. Graphics programmers working with UE5 need to take TI's word as gospel and follow his instructions to the LETTER.
@avramcs15 күн бұрын
@ The thing is I don't care what is efficient of what isn't if I have the hardware I should have access to that pipeline because in the end it will look better. Now I don't know if "more efficient" in your case means looks better, which in that case I understand that, but for me most of the time it doesn't and I HAVE the hardware since I only run 1080p. But for some reason my AA options are only limited to things that blur my screen.
@mrpeanut18815 күн бұрын
@@avramcs I think the overhead is similar to just running the game at a higher resolution.
@thesaintnoodle15 күн бұрын
@ By not efficient, you would take huge hits to performance for very little gain in return; and that's after the developers spent way too much time implementing an AA method that's just not worth using.
@forasago10 күн бұрын
1. I will be harsh here so brace yourself: I can easily tell your game is made in Unreal Engine from 5 seconds of footage. It's mainly the colorgrading (the stereotypical overcontrasted ACES look) and the jarring motion blur (I strongly recommend an off switch for this). Your game is NOT an exception from the Unreal look, not in the slightest. Take it as tough love. I want you to succeed and being in denial about your game looking like standard Unreal Engine isn't going to do you any good. 2. "As an indie developer..." - any advice that follows here is not really relevant to critics of UE as the worst performing games are all AAA titles like Stalker 2. 3. Regarding TI, the copyright bullying is worrying. I was not aware of this. Copyright striking is always wrong, I will never make excuses for it. I will keep this in mind and continue to apply the same scrutiny to TI as I already have all along. That said, I don't think asking for 900k to HIRE GRAPHICS PROGRAMMERS TO MAKE A FORK OF UE is necessarily a scam. It could be in his case, of course, but that's how crowdfunding works - it's essentially a donation based on trust. You can see that with kickstarters like Scam Citizen (well over a decade in development, still no end in sight, yet people keep trusting them). If you believe in the cause you donate. If you believe TI is just trying to make 900k from emotionally charged youtube videos, I also understand that viewpoint. I personally agree with most of his points, except I have become a "temporal solutions are inherently flawed" hardliner so his "make a better TAA" philosophy rings hollow for me. I also don't plan on ever using Unreal Engine. For these reasons I have not and will not donate to his cause, but I will watch all his videos and enjoy lively debate in his comment section.
@michaellaviola654010 күн бұрын
I don't think the clips he showed "look like Unreal", as a matter of fact I call bullshit on anyone who claims they can tell what render engine something is rendered in by looking at finished footage. There's plenty of games made in proprietary engines that look like they could be made in Unreal, just like there's plenty of Unreal Engine games which look like they could be made in any other engine. At the end of the day, if you fill your Unity scene with Quixel assets and build shaders that look the same, guess what, your game will look like all the other games that do the same thing. As for your second point, yeah, AAA titles can suffer more from performance issues... because they are far more demanding to run. Most indie games follow cell-shaded or low-poly art styles, like of course they're going to outperform games that are trying to make things look as realistic as possible. Yeah there have been cases of indie games with outstanding visuals, but those are the exception, not the norm. Just like there have been AAA games to come out looking fantastic and running perfectly smooth.
@vegitoblue21879 күн бұрын
@@michaellaviola6540Currently, AAA games have been forcing users to use RTX to run a game which is costly and also too much stress on the GPU. It should be a bonus choice not something you have to run for even a basic experience. That is my #1 issue with Indiana Jones, Outlaws and Robocop (thankfully it is an otherwise ok game). Then you have indie games like SCP 5k, Zero Hour slowly getting more porformant and also looking great without these fancy features and I even ran 5k on steam deck with decent performance. People keep trying to force these tech on people and forget why legacy existed to begin with. Doom 2016 and Eternal baked most of their lighting which is why the games run so well even on Steam Deck.
@forasago9 күн бұрын
@@michaellaviola6540 "I don't think the clips he showed "look like Unreal", as a matter of fact I call bullshit on anyone who claims they can tell what render engine something is rendered in by looking at finished footage." You can make a Unity game look like this but it would take a lot of manual tweaking to get it looking so much like Unreal's DEFAULT look. In Unreal if you make a scene similar to this one it will look similar to this project immediately, before you start tweaking any details. It's the default postprocessing that creates this look. It's NOT the assets.
@thesaintnoodle9 күн бұрын
I'm not sure. It's the same kind of motion blur I would have expected from a unity project 10 years ago.
@michaellaviola65408 күн бұрын
@@forasago I don't really think you get the point, yeah every engine will have its own default look, my point is when you have a finished game that was made by competent people you won't be able to tell which engine it was rendered in. You can make an Unreal Engine game look like a Unity game with a lot of manual work too, you can make any game look how you want with a lot of manual work, duh.. As long as you have a graphics programmer or even a technical artist that can program in HLSL, and lighting artists with some sense of taste, you can get any look you want, the tool you use to get that look only affects how you achieve the final result. Analogy, you can hammer a nail with a metal hammer or with a mallet, the final desired outcome is a nail that's been nailed to something.
@saminyead123310 күн бұрын
5:07 I disagree with your take that quad overdraw is not the most important factor for optimization. If you take a look at the video by SimonDev "When Optimizations Work, But for the Wrong Reasons" he explains that why rendering a few million triangles for a modern GPU with multiple teraflops of performance isn't a big deal, but quad overdraw is. In fact, quad overdraw can compound the problem, and absolutely tank performance. He explains it in great detail in his video, so I would suggest checking that out. If nanite causes more quad overdraw than traditional modelling approaches, then that truly is a problem. I was really hoping someone would just compare a detailed nanite scene with a traditionally modeled and optimized scene, and show side-by-side why Threat Interactive is wrong or right about the issue.
@VeryMelonCB5 күн бұрын
>Threat Interactive debooonked >check other videos on the channel >UE tutorials Every single time.
@KristjanThomasHaaristo4 күн бұрын
funniest shit ever
@thesaintnoodle3 күн бұрын
don't forget that Kevin is himself a UE developer and will probably make UE tutorials in the future if he isn't just grifting
@devonlockes22782 күн бұрын
@@thesaintnoodle Kevin is the guy who couldn't even complete a basic gamedev tutorial because coding was too hard for him. Kevin is the guy who in his latest video said he wishes he could show some code examples but doesn't have any. I assure you that even though I've only participated in two game jams, I have done more development than he ever has. That's not to say he doesn't raise some valid points, and most of the information he presents is taken pretty much straight from old GDC talks, which are great. However, he will absolutely not, in any way shape or form, do what you think he will do with the $900k he is asking for. In that regard he is just a grifter. To paint him in the most positive light I can, he seems to just be an overly passionate dude who vastly underestimates the problem at hand. Meanwhile, real industry professionals such as those at id Software are actually already solving the problems he's just talking about. And this is using modern techniques, ray tracing and all, while still achieving 60 FPS on consoles, and scaling even further on capable PCs. Even the new transformer based DLSS4, retroactively available to all RTX GPUs pretty much entirely solves the smearing issues for example. There is no need to revert to techniques from 2010 in order to solve these things, but he simply doesn't know any better than what he can find readily available online.
@apbgaming35448 сағат бұрын
@@devonlockes2278 "he is a grifter, source: because i said so" very compelling argument
@IstyManame11 күн бұрын
You can debunk as much as you want but the fact is, i can barely run new UE games on medium settings with a 3070, which is above in performance of what most people have. On one hand we see smaller devs make either heavy or ugly games, on the other it's AAA studios changing and rewriting a lot of the engine, using custom branches. Putting 2 and 2 together is not that hard, the engine needs work, it's been 5 years and a fuck ton of money, how much more do we need
@pvprangergod402410 күн бұрын
oy vey dont point out the obvious, don't you know UE5 is a next gen game engine and they definitely arent encouraging devs to skip corners and ruin their games performance.
@rycemain8 күн бұрын
@@pvprangergod4024 we had tried and tested methods that worked, I get it's new tech and the hands of devs are being forced to cut corners because of pressure to deliver a product by said date. But the fact of the matter still remains that games now have dropped in quality. Be it because big daddy game studio got a bit blinded by all the money or whatever have you so he wants his slave devs to work harder and faster. Idk man, everything is shit right now, and I'm tired of games running so poorly, I'm going back to playing Minecraft.
@gorillagroddgaming5 күн бұрын
@@pvprangergod4024Based
@ArnaldurBjarnason4 күн бұрын
@@pvprangergod4024 Why would they do that though?
@pvprangergod40244 күн бұрын
@ its just incompetency + nvidia can sell their new cards better if games are slower. brainrot companies run by moron CEOs.
@johnnyguitar806711 күн бұрын
I've never met a TI fan who understands half of what ge says. Ask them to summarize why UE is a bad engine, and they'll just point to STALKER 2
@pvprangergod402410 күн бұрын
ok and?
@johnnyguitar806710 күн бұрын
@pvprangergod4024 do you feel smarter after writing that comment?
@shallmow9 күн бұрын
Stalker is the most egregious example. Previous games from the series had more features: shadow from flashlight, working AI alive, normal maps, trees not poping, no bad lumen implementation, no artifacts from temporal AA. They could've upgraded their own X-ray engine, but decided to use a more popular engine, so they won't have problems with developing new tools and teaching new people.
@gendalfgray78899 күн бұрын
Problem with stalker is that they migrated project 5 times during development, didn't had time to optimize everything.
@shallmow9 күн бұрын
@gendalfgray7889 Well, the management is bad. All i am saying is that it makes UE5 look bad, that developers didn't implement features that they had in previous games and made it super unoptimized.
@xima114 күн бұрын
TI actually made a code pull request to Unreal Engine (PR 11911 in the UE repository). It's literally a single line of code that does pretty much nothing except using some arbitrary TAA jittering offsets with strong comments like "This needs IMMEDIATE approval". Nope TI, if you want to improve TAA (as the TAA expert that you claim to be), you have to start on the spatio-temporal component of TAA and work on the hundreds of lines of code that TAA is made of, and not just use some random config settings for TAA. Imagine someone claiming to be anywhere near an expert, but only being able to press some random config UI buttons in the settings menu - This is what TI's expertise level is, while at the same time talking down to everyone around him making these huge claims. I'm a graphics programmer working in the industry on in-house game engines and this whole situation made me really giggle because of how fraudulent and delusional this person is and how easy people fall for it because they are told that they are getting scammed (by a scammer!). Lmao
@Cisaaro14 күн бұрын
Well he's trying to hire people he's not gonna do it by himself
@TheMasonFace14 күн бұрын
That sounds like $900,000 worth of work to me! Problem solved!
@ThunderTheBlackShadowKitty14 күн бұрын
@@xima1 No, he's right. It needs IMMEDIATE approval. Just admit the truth, all modern games running UE5 run like crap and it's directly the fault of people like you and Unreal themselves. TI is doing your job better than you can and they hardly have to try to do it.
@xima113 күн бұрын
@ lmao
@Cisaaro13 күн бұрын
@ThunderTheBlackShadowKitty it's not all lol loom at robocop bs statements like this show you don't know what you're talking about
@-Emotionless-11 күн бұрын
Wait you said this "Dont spend forever to optimize" and " for indie devs graphics is not that important" Yeah im not sure if i take this video seriously honestly.
@basiliotornado10 күн бұрын
Honestly wish the KZbin channel stuck closer to original videos i saw, breaking down the render calls that make up each frame for specific games and calling out what we can learn from it I feel like he just has a bit too large of an ego for his own good, and blowing up on KZbin surely didn't help with that.
@inkursion58688 күн бұрын
He literally did it in his last video from 2 weeks ago... With Days Gone
@basiliotornado8 күн бұрын
@@inkursion5868 That's true, and I enjoyed the video. I might've overestimated how much meta content he was making about the unreal engine community. If course I still prefer the constructive videos a lot more I'll probably watch the channel anyway, just makes me feel a bit bad when i see the way he acts online
@ArnaldurBjarnason4 күн бұрын
I find the guy intolerable. He's so angry, which is completely unnecessary. Makes him seem unhinged, and he probably is. I'm not saying the stuff he says is incorrect though.
@WrexBF7 күн бұрын
There is zero debunking in this video. Those big companies don't wanna invest in a non-blurry AA because temporal AA exist, and they don't care at all that it makes games blurry.
@tato-chip761210 күн бұрын
fun fact, your phone has a pretty good microphone so you can record the audio there
@erikamelsbach22709 күн бұрын
Debunk all you want, but TI is right about the main thing - TAA looks like crap and ruins image clarity in games, practically forcing you to switch to 4k resolution in order to somehow reduce the blurring effect. I will consider anyone who openly talks about this and brings awareness to the issue as an ally to all gamers. Personal dramas with fundraising and copyright strikes are the last thing gamers are interested in. If you are more interested in gossip and stupid discussions accusing each other of immorality, just find yourself another topic around which to engage in this, leave the gamers alone.
@recaplrg35528 күн бұрын
Turn off Motion Blur please. Thanks
@CharlesVanNoland9 күн бұрын
Games looked better 10 years ago because they weren't spatiotemporally upsampled. A bunch of UE5's rendering capabilities are tightly intertwined with temporal anti-aliasing, meaning devs have to invest a bunch of time into re-working things just to get rid of TAA and use their own AA technique. TAA being interwoven into much of UE5's graphics capabilities means most devs just accept TAA as a reality, because they're forced to if they want to put more development resources into making a game rather than undoing and reworking a bunch of the engine's graphics pipeline.
@Tasaq3139 күн бұрын
The funny thing about quad overdraw. In his video where he touches on this topic he explains that during rasterisation a triangle overlap said quad, and if it overlaps it fully then we get 100% utilisation, if we overlap 3 sub samples in a quad we get 75% utilisation, if 2 we get 50% and if just 1 we get 25%. This explaination is OK. But then he says that in a quad overdraw view he claims that blue means 100% performance, and green means 25%... However, there is also yellow then orange and so on... Scale doesn't end on 4, it goes to 10 (and sometimes beyond!). So what's the deal? Well, it's quad OVERdraw, not UNDERdraw, he got this completely backwards. The quad overdraw shows how many fragment shader invocations we have, which is essentially a calculation that goes to waste. How can this happen? Imagine you render an object, you calculate lighting texturing and other stuff for all the pixels that this object covers. Then you render another object in front of that object... and all the previous calculations goes to the trash bin! The more you do this, the higher overdraw. Overdraw can happen for a single object rendered, it will happen on the shared edge between two triangles, this is nicely visible at 5:00 by a lot of green lines - these are edges of triangles that make the terrain and sky boxes (there are two for some reason?). The green blobs are trees, characters and buildings. Also the further the object is, the smaller the triangles become (in screen space), which means the more triangles overlap a single quad and as a result we have higher overdraw (hence we have things like LOD meshes, so at far distance less overlap happens). Overdraw is bad because it causes fragment shader invocations, which often are very very expensinve. Not all overdraw is bad though, some of it might be intentional even, for example particle system that relies on additive blending, since we want to accumulate calculations from fragment shader to achieve some special effects. The vegetations is also an example of this, it's mostly about rendering quads textured with some dense grass/leaves texture and alpha masking - this can cause huge overdraw (4:30 I think is an example of this).
@rycemain8 күн бұрын
I think all of these problems boils down to the leadership of each game studio not getting their shit together, forcing the hands of developers and graphic programmers to make compromises that ruin what the game could've been.
@_justRaven15 күн бұрын
I can't help but feel like many devs who rebuke Threat Interactive are missing the forest for the trees. TI's channel shows that these modern problems of performance and clarity are real and solvable. Many laypeople know that there's a problem with many of today's releases, and a knowledgeable source who gives a name to these issues is invaluable. Every time a dev has spoken up about how "it's actually possible to implement such and such in this way instead", it always reads like they're somehow defending the poor state of problematic releases. Personally, I don't feel like TI's videos are meant to attack the development choices of individuals, rather it's meant to draw attention to entirely solvable problems that run rampant. All that being said, using antagonistic copyright strikes is cringe. I wish he was altruistic, but I agree that the crowdfunding thing reeks of a scam. We desperately need a voice from within the industry who will shine a light on these issues and not abuse the spotlight.
@ThunderTheBlackShadowKitty15 күн бұрын
@@_justRaven Gotta say the copyright strike was warranted. Misinformation that perpetuates the bad optimization problems we see now should be taken down and censored. I don't see the crowdfunding as a scam because he's the head of a new studio and new small studios don't have much funding to begin with.
@thesaintnoodle15 күн бұрын
The main problem is that he's asking for almost a million dollars to hire a "team" to allegedly develop on a fork of UE5 that provides better tools than a group of people with a long history in both academia and games development/software engineering can provide. If he just made videos talking about graphics, pointing out the pros and cons of certain techniques and technology then it would be fine. But it's not, money is the end goal and he doesn't have a very clear path beyond the money nor the credentials to back up his abilities to develop on said fork of a game engine. He is literally just some guy who popped out of nowhere.
@bam_bino__14 күн бұрын
@@ThunderTheBlackShadowKittyhe’d show a proof of concept before asking for funding if he was genuine
@Peepspaint14 күн бұрын
@thesaintnoodle you have made the most sense on this threat topic, it's why the devs are Irked by his videos. TI only has 7 months of experience im not convinced he even knows what to plan with that 900,000k or even shown steps to what that money will reach.
@hremlynnthegremlin12 күн бұрын
@@ThunderTheBlackShadowKittynot how copyright works. he would sue if that was the problem. that's how the law works
@fr0zi9 күн бұрын
"Don't spend time optimizing the scene..." welcome new generation of game devs! :D This sentence is enough for me to stop watching and dislike the video. Bye!
@ThylineTheGay3 күн бұрын
i will agree with the other comments saying that the motion blur is very unreal-looking, but other than that your game does have it's unique style, if you removed the motion blur and polished the UI with like a proper skeuomorphic design, you'd probably be able to convince people that it's a early 2000's game (i do mean this in a good way)
@trlwaifulover75932 күн бұрын
so this video is just saying: i'm an indie dev and that's a waste of time for my game Liki it's not wrong but it's missing the point
@GoldSrc_5 күн бұрын
Video title: "Threat Interactive Debunked" Description: "Not really a full debunk", "I could be wrong about any of this stuff". Also, get a better microphone, your phone should really have a decent one. And ffs, remove that horrid motion blur from your game.
@gendalfgray78899 күн бұрын
TI don't understand how nanite works. Nanite alone is not a problem. It detects tiny or thin triangles and don't send them to gpu, so overdraw is not a problem. Nanite automatically creates impostors for far objects. 2:42 graphs looks like this because nanite with it's clusteing will show max 300k triangles, "you will be able to put gazzilion of triangles in a scene" sounds impressive, but gpu can't do that. Don't know how much overhead, nanite mech doing graph search for clusters and culls them in super optimized way, regular lods also do that or cource nanite consume a little more resources that lod checks btu today hardware much powerful today so it's not a problem. Nanite is natural upgrade to LOD system, people have different experience with it, many things were fixed in 5.5. Nanite have it's limitations, you can't use it with alpha masks and vertex shaders, because clusters reduild geometry. TAA is necessary because of lumen and ray tracing, they are noisy by nature. May be this all can be solved somehow. For your game i advise to add saturation to ui, it's blending with the game, settings gear is stretched. Next is lack of indirect lighting and ambient occlusion, it's not fancy graphics it is neccesity, your environment looks cursed with dark shadows. Search natural stone pillars in google and look even from far they have visible indirect lighting. Add atmospheric fog, not too much but it will make distance feel for environment. You can see it on same stone pillars pictures. Both of these things not hard to implement. May be in godot it's hard, so many godot games looks like that.
@JazerMedia11 күн бұрын
I don't know what's worse, that TI is a fraud or that he's actually stupid enough to believe in his conjecture. I'm very specific in saying "his conjecture" because he references decent material, but the spins he puts on it is absolutely insane.
@pvprangergod402410 күн бұрын
wow dude thats crazy!!!!!!!!111
@WUVGAWORE9 күн бұрын
I'm sad, I loved his videos. I thought it was very interesting seeing a frame-by-frame breakdown and seeing what is causing issues with modern UE5 games.
@KSword00715 күн бұрын
Greetings, Ascendant. Saying this just as I start watching. I really enjoyed waiting Threat Interactive dissect & explain UE and the render pipeline. It really sucks they deleted their entire Discord - many cool people I enjoyed exchanging words with. I wasn't even aware there was any copyright abuse till I had to look them up. I still want to support them, but ill be sure to check out both sides.
@TioRata4 күн бұрын
Look buddy, I softly support TI because first and foremost me and the rest are tired of AAA games looking blurrier than 7 years ago and, if it's not the blurriness what bothers me, it's the optimization that doesn't justify the visual feedback. Sure, we aren't developers, but you don't have to be a chef to know if the food that you're eating ain't that delicious.7 Talking about blurriness, that motion blur on your gane looks very Unreal Engine, so don't lie to yourself saying it doesn't make your game look generic (or keep doing it, I don't care, I'm going to forget your take anyway lol). I truly don't know if this guy and his "team" has an actual solution for these problems and I really have some issues with them taking videos down too, doing so makes them look very authoritarian I'll give you that. I'm not donating to their cause either because they said they got in some kind of investor talk? So why would they need my money, right? Gotta be honest though, this drama is getting very fun. Also whatever get us to the finish line, that being AI upscaling improvements or whatever changes this guy is planning to implement on his Unreal fork I guess...
@MarcusBuer15 күн бұрын
Remember guys: Don't waste your time feeding the trolls that will appear on the comment section defending TI. There is absolutely nothing you can say that will convince them TI is wrong, no amount of evidence would be enough. They just want to have something to substantiate their complains, it doesn't matter to them if it is correct or not.
@ThunderTheBlackShadowKitty15 күн бұрын
TI is correct, UE5 devs and graphics programmers are wrong. We demand optimization. We don't need a 4090 or 7800X3D, we need optimization, and we needed it yesterday.
@MarcusBuer15 күн бұрын
@@ThunderTheBlackShadowKitty mimimimi No one cares about what you think, troll.
@ThunderTheBlackShadowKitty15 күн бұрын
@MarcusBuer Yes they do. They do care what I think, and I'm not a troll. Everything I've said and everything Threat Interactive is saying is 100% correct and you have to learn to accept this. You don't get a choice in this. It's a fact that modern games look worse and run worse than games just 5 years prior.
@thesaintnoodle15 күн бұрын
@ThunderTheBlackShadowKitty there's no better time than now to learn how to develop games and lead them to a better direction, buddy... go on... why aren't you doing it?
@MarcusBuer15 күн бұрын
@@ThunderTheBlackShadowKitty cry, troll.
@tempestgcc10 күн бұрын
I can understand where you're coming from, but asserting that it's not possible to tell your game was made in UE5 is false. Previously, I was on the fence regarding whether "Unreal Engine syndrome" was a real thing but seeing your game has firmly cemented that I think it is. That may sound harsh but the aggressive motion blur and smeary image make it very apparent. I agree that you can make less ambitious or stylized games in UE5 - however I think it's important to acknowledge where Epic's focus is and how that is impacting such endeavours. The performance problems in AAA UE5 games exist. When thinking about recent modern games, the ones with the least issues are always the ones that opt for bespoke engines. A good example of this would be Elden Ring. This is not to say that a bespoke engine is always perfect. Even if it was, it obviously wouldn't be feasible for every game or studio to create one - but there is a pretty clear enshittification trend in the industry that is being exacerbated by UE5. I recently spent over a grand in my local currency for my GPU, just for every modern game to be borderline unplayable without DLSS even when aiming for only 60fps at 1080p. Focusing on the indie developer perspective here misses the point, at least insofar as you have titled this a "debunk". Epic's focus with UE5 is undeniably on games with hyper realistic graphics. It is the core of the entire marketing push behind it. This does affect the indie developer but the damage is merely collateral caused by the larger problem. Epic is actively creating and promoting ways for developers to cut corners all the while aiming for higher and higher fidelity games. This has resulted in AAA games becoming too heavy for even cutting edge consumer hardware. We are now firmly set on a future where each frame is rendered at 1/4th of native resolution and interwoven with multiple consecutive AI interpolated frames. Personally, I find the person behind TI to be disagreeable. Despite this it is hard to argue with many of the examples and breakdowns he provides. I have yet to see any proper rebuttal for his technical points that doesn't end up misconstruing the argument he is making with them. I agree that the $900K "crowdfunding" campaign is laughable and would never pledge a single cent to that. I'm not informed on the copyright abuse you spoke about, however I absolutely condemn it. He may be the wrong messenger, but I don't see anyone else pushing as hard as they need to against our future filled with upscaled and AI generated slop.
@StephenMcGregor19866 күн бұрын
I found TI's video overall gist of things most hypocritical when it's about optimization, but then saying you need a GPU with bulk VRAM... the only cards out at the moment cost $$$ asf for that gotcha requirement... I'm already getting screwed by everything at this point with prices, so now I need to drop even more $$ on a card despite me getting absolutely jacked for my current 3xxx series card so I can get better optimized performance, what the fk is this logic? does TI have a magic series of released GPUs I am unaware that he'll freely swap me for my current card? or does he just intend on insulting the absolute fk out of everyone with these cards as a solution?
@DessertMonkey9 күн бұрын
TI seems to be just a gamer with an axe to grind, acting like an expert because he read an article or two.
@eliaartyom607413 күн бұрын
The cope is big in this one. All these UE devs with their ultra-sensitive feelings that simply cannot produce NORMAL running game without starting a drama witch hunting crusade. JUST OPTIMIZE YOUR GAME BRO IT RUNS LIKE GARBAGE ON MY 4090
@thesaintnoodle13 күн бұрын
what?
@Scorpwind12 күн бұрын
Give some optimization tips, then.
@ThunderTheBlackShadowKitty12 күн бұрын
@@Scorpwind Cop out answer rather than actually acknowledging the problem.
@casualwacom91912 күн бұрын
You mean spending actual time to make the game playable like Metal Gear Solid 5, Dying light 1 and witcher 3 without adding fake frames that cause lag? I think you are pretending too much competence, and besides, those holy secret optimization techniques were probably lost during covid quarantine. Enjoy the new 20fps era of gaming 😉
@ThunderTheBlackShadowKitty12 күн бұрын
@casualwacom919 Nah screw that, we gonna get our good optimization by FORCE. Any means necessary.
@KristjanThomasHaaristo4 күн бұрын
Weirdest cope vid ever
@casualwacom91913 күн бұрын
"Epic has far more than 900k to invest in unreal engine." If you believe they will significantly invest in and develop Unreal Engine beyond the minimum effort required to support Fortnite, I have some bad news for you. Especially now that the vast majority of private developers remain silent about UE5's issues, instead choosing to push subpar products onto their player base. it's 2025 and we still don't have a decent game engine. Unity runs scam practices, Godot went fully political. i hope a new better one will emerge before 2050 😂(probably not)
@ascendantdawn13 күн бұрын
Epic very much invests in UE5 they release cutting edge technology for it quite often. This is something most developers know.
@hremlynnthegremlin12 күн бұрын
based on ur comment I take it u have never actually touched a game engine in ur life and it shows. why should i care what u have to say on this topic then i dont understand
@casualwacom91912 күн бұрын
@@hremlynnthegremlin "U,Ur"? Stop writing like a toddler and actually make a better product, It doesn't matter what you care or don't care. Keep using nanite that eats 20+fps without achieving anything and browse the echo chamber asylum that is called Reddit, because that's the only place where lazy amateur devs like you will not be called out on this disgusting behavior.
@MiyazakisPVPexperience14 күн бұрын
Rage bait slop. No point trying to convince trolls ignoring statistical and concrete side by side evidence from Ti
@TheHiddenEmpire15 күн бұрын
On point about Nanite 100%, nice video
@eliaartyom607413 күн бұрын
Infinite excuses to justify the laziness 👍🏻👍🏻 Typical UE5 Dev
@ThunderTheBlackShadowKitty15 күн бұрын
Never disliked a video so fast in my life. Dude, everything TI has said in every single one of his videos is proven and factual. Huge props to TI for actually going out of his way to fight back against Unreal developers who are intentionally ignoring and downplaying the problems TI is warning us about. Devs simply need to stop using Nanite altogether. Nanite is garbage that tanks performance. Games that have TAA or DLSS absolutely NEED a sharpness setting to offset the blurriness. What TI fights against is how badly these technologies are being abused, not the technology itself. The ignorant responses TI has gotten from ACTUAL Unreal devs and graphics programmers ignoring his concerns are astounding. As a gamer who does not have a 4090 + 7800X3D, I implore you, DO NOT use Unreal Engine 5. Stick to UE4 or use your own in-house engine. UE5 is horribly laggy, its visuals do NOT justify the performance cost. Me and all other gamers DO expect devs to optimize their games, not rely on UE5 or DLSS. We don't care how much time, money or effort it takes. No excuses. We just don't care. It's necessary. Your games need to run good or people WILL hate it and WILL bash it.
@KSword00715 күн бұрын
@@ThunderTheBlackShadowKitty This isn't meant to argue or provoke, but I do have a simple question. Would you prefer a fun game that looks old or last gen, or something flashy & pretty with no substance?
@ThunderTheBlackShadowKitty15 күн бұрын
@KSword007 Neither. I demand a beautiful and fun modern game with perfect optimization like we used to get before RTX. No nanite, no UE5, no global illumination, no lumen, no ray tracing, no frame generation. Current UE5 devs are incompetent and have proven it with a string of bad game releases that all run terrible on good hardware. Marvels Rivals looks the same as Overwatch 2 and yet Overwatch 2 runs SO MUCH BETTER. Every game should run as good as Doom 2016 and Doom Eternal. Remember Uncharted 4 on PS4? Remember how they got GTA V running on Xbox 360? Metal Gear Solid 4 on PS3? Metal Gear Solid V on PC? Exactly my point.
@ascendantdawn15 күн бұрын
Did you listen to the points I made? Are you a game developer because an awful lot of developers have made similar points to me.
@KSword00715 күн бұрын
@ThunderTheBlackShadowKitty You say that. And I'm sure you can appreciate that such an endeavor will take an incredible amount of time, resources, and manpower to complete. But when you word your reply that way, I seem to interpret it in a way such that you may be taking for granted the work developer had to complete to achieve such triumphs. No ill will is meant, of course. As for myself, I would prefer a game that offers the best gameplay experience over fancy fidelity. Ultrakill is a great example of a game that isn't necessarily a graphical or visual stunner (regardless of if it was an artist choice or solution borne from limitations).
@KSword00715 күн бұрын
I've also never played any of the games you mentioned.