They're offloading development cost to your $2000 GPUs.
@HellPedre5 күн бұрын
SOMEONE PIN THIS COMMENT!!!
@IcyTorment5 күн бұрын
Basically, yeah. You're buying a $2000 graphics card instead of paying $200 for the game.
@Fatalatom9355 күн бұрын
Yup if you don’t have 12gb of vram unreal engine games run like ass which is crazy when graphics haven’t really gotten much better since most games used 6gb
@CounterPunchGames5 күн бұрын
@@IcyTorment Games weren't $200 10 years ago and they were better optimized.
@Chillantro5 күн бұрын
@@Fatalatom935and most cards are 8gb
@jackbrian29935 күн бұрын
I was wondering why all modern games felt like there's a layer of grease painted on every object...
@naxitodarker5 күн бұрын
facts
@malikon69535 күн бұрын
I wondered why static stuff (like floors) would be flickering and unstable looking. I guess it's the Luman constantly redrawing.
@TheLittleSpoon19825 күн бұрын
You should see AAA VR lol
@adrianocs45 күн бұрын
Yeah, monster hunter beta looked like trash because of all the fog visuals, it is a plague coming from lazy developer and cost cutting to the extreme.
@slick5715 күн бұрын
SAME
@MiseRaen6 күн бұрын
Its not Unreal Engine 5 that is killing games. Its the Publishers and Developers abusing Unreal Engine 5's easy to make high end graphics at the cost of performance and optimization.
@FilthEffect6 күн бұрын
I think it's more because Unreal rope studios in with all their shiney features, and as devs begin a new project and build more and more layers into their game, the engine just falls over.
@sanji6636 күн бұрын
Using forced TAA for a temporary problem for over 10 years is killing your clarity
@staskozak81186 күн бұрын
Maybe it's not worth mindlessly repeating the same mantra when NOT ONE developer has been able to overcome the same problems? Because this is a limitation of the engine and the only way out of this situation is not to use it for big games.
@RockoBam16 күн бұрын
That's completely untrue. Every single UE5 game is like that and nearly every UE4 game before that. Just blaming devs all the time is a cop out, they can't all be lazy and it's ridiculous to think so. There would be stand out games in UE5 which would let you know it the devs fault. There aren't, they are all like that. Especially on pc.
@michaelfranzgarcia77696 күн бұрын
the more realistic the game the shorter the game
@lord_haven11143 күн бұрын
There’s so many awesome older games that most of us haven’t played before. We need to stop buying the newest games (esp stop pre ordering) until game companies get their sh** together and get back to releasing stuff with some actual quality.
@RonJeremy5142 күн бұрын
Oh they already saw your type coming: remake and remasters and they will even make it worse.
@nickc8863Күн бұрын
@@RonJeremy514 have to mention the fact that most older games won't really run on modern machines without spending hours sometimes on downloading this app and that driver, adjusting settings via trial and error, surfing forums for info on what to do. Not always, but it's not uncommon.
@sharper9164Күн бұрын
Try Age of Conan. Great game with really good battle system.
@be0wulfmarshallzКүн бұрын
Lets stop buying game and instead spend all of our money on this guy who needs $9 million to create the perfect game engine which everyone will 100% use and dump UE5 and their custom engines.
@dingickso409820 сағат бұрын
Time to go back to Daggerfall Unity
@balazsvarga85825 күн бұрын
We had the “piss filter” era. Our current era will be remembered as the blur era.
@jacob11215 күн бұрын
Smear era, or "Smera".
@GamingDad5 күн бұрын
Mafia 3 is the worst I've seen of all.
@Glanzern5 күн бұрын
First thing I do in any game is turn off motion blur haha.
@crash42675 күн бұрын
Need For Speed Most wanted owns the piss filter
@YeeLeeHaw5 күн бұрын
"Let's hear it for the vague blur..." cookie to whoever gets that.
@paanjaan4 күн бұрын
- make "photorealistic graphics" - they are too complex to render at high FPS without optimisation - never optimise - release with press statement that it will surely run better on new hardware
@CraazynBR3 күн бұрын
Gaming Developers 🤝 PC Parts Sellers
@sionthelion45683 күн бұрын
- upscales from 480p resolution - adds vignette/forced tunnel vision and 1000 post processing effects - "photorealistic" graphics are now blurry and models no longer distinguishable between foreground and background yet still demanding - optometrist discount voucher given after 1 hour gaming session
@bigturkey13 күн бұрын
if you think upscaling looks bad its because you have amd
@Nighterlev3 күн бұрын
@@bigturkey1 upscaling looks bad no matter what hardware you have
@bigturkey13 күн бұрын
@@Nighterlev i run everything at 4k dlss performance with my 4080. its nearly impossible to tell its not native, besides my fps going from 40 to 120
@ZombieRommel5 күн бұрын
Basically he is stating that TAA is used as a wholesale solution to make baseline awful rendering look okay, but the illusion falls apart the more motion is introduced into the scene, which has been evident to me for a long time now. Fast paced FPS and action titles suffer the most, looking increasingly blurry the faster you move the camera around regardless of frame rate. This is why pretty much all dev studios will do gameplay showcases and previews on a controller (because the smoother and slower analog stick will introduce less visual blur) and why a lot of them contain lots of walking around impressive-looking but static enviroments.
@ereder14765 күн бұрын
I knew TAA was dogship when I played inquisitor martyr and the character became a blur (litteraly) when he turned around (he always face mouse cursor) I had to deactivate that BS
@mac1bc5 күн бұрын
Wouldn't a better framerate help with this issue? Better framerates mean less blur?
@ashleybarnes93435 күн бұрын
@@mac1bcbetter framerate means less blur yes, but when taa is adding blur no matter what then no, if you play a game that doesn't have taa and you have a 500hz monitor with 500fps then yes their will be basically no blur, if you then enabled taa on that game it would then get very blurry even with 500fps still because that's what taa does
@Boss_Fight_Index_muki5 күн бұрын
Yeah, more precisely it's TAA-based upscalers. FSR is the worst offender, small moving objects have trails, like leaves in the wind.
@grok82115 күн бұрын
well, on the flip side, what do expect? even in real life you can't capture that much detail thru your eyeballs while moving your head rapidly to opposite sides. Some, there is no excuse, others, is as good as it might get, unless you slow it for the human eyeball.
@Mafiapau3 күн бұрын
Please make sure to respect the memory of Total Biscuit, and DO NOT PRE-ORDER.
@Wanderer-q6e5 күн бұрын
Back in the day, it was "We worked for weeks optimizing this random thing so it can even run on CPU at 60 FPS." Now it's "Just get the product out the door. The customer can always buy better hardware to play it. They'll never notice it looks bad if every game looks bad."
@arcticblast7025 күн бұрын
and the hardware that is currently out can barely run this shit
@cloudnine56515 күн бұрын
no, nobody has ever spent weeks optimizing one little thing. the mental gymnastics ppl will go through when they have no clue wtf they are talking about is insane. you should keep your mouth shut
@Wanderer-q6e5 күн бұрын
@@cloudnine5651 YOU just proved you have absolutely no idea what you're talking about. Have you ever looked into the old Quake development and the crazy math they had to do to make things work, lots of things people still haven't found better solutions to? Apparently not. I am a software developer. I know EXACTLY what I'm talking about. Since you're obviously clueless about ... _everything,_ maybe _you_ should keep your mouth shut.
@Wanderer-q6e5 күн бұрын
@@cloudnine5651 You just demonstrated you have absolutely no idea what you're talking about. Have you ever looked into the old Quake development and the weird math they had to do to make things work, including replacing the existing sqrt function with bitwise logic to save a few cycles in order to make 3D graphics possible on old hardware? Apparently not. Tons of old development was optimization. It was absolutely necessary since there was no hardware designed for gaming back then, so they had to _make_ it work on the absolute worst hardware. I am a software developer. I know _exactly_ what I'm talking about.
@LugaT65 күн бұрын
@@Wanderer-q6e damn talk your talk man, that user is just a keyboard warrior
@aaz19924 күн бұрын
I just finished FEAR from 2005. The dynamic shadows and baked lighting still looks great 20 years later
@luk4s563 күн бұрын
god i just got hit in the memories! me and my friend were having so much fun with it back in the day !
@diodacbd3 күн бұрын
that game is so crisp and nice to look at, love it
@b.h.74303 күн бұрын
I'm still scared of that game. I'm a 30 year old man now 😂😂
@TheNotoriousNemo3 күн бұрын
yeah that game was insane
@weswest86663 күн бұрын
I still remember that game and the awesome graphics running on a 8800GTS
@Mack984213 күн бұрын
I'm a gamedev in Unreal. I'll tell you the problem. There are multiple raytracing and global illumination effects. For the vast majority of games they add little to no benefit, they're barely noticeable or sometimes worse depending on the game scene. The problem is devs simply don't know what they're doing and enable all the fancy cinematic features when the game just doesn't need them. Don't need Lumen, don't need accurate RTX basically ever. The one solution that's actually useful is Nanite and doesn't cause these ghosting/aliasing/artifacting effects. The old solutions are still in the engine, most of these aliasing and artifacting problems can be solved in a day by one dev that goes in and disables all the useless features causing the artifacting. These companies see all this new tech and think oh wow we have to add it. The engine is a robust multi-media application for making movies and games so it has every bit of tech available. The game dev companies don't know they don't need 95% of the new features. 120fps is easily attainable the engine runs super efficiently once all the useless features are turned off.
@iPlayOnSpica3 күн бұрын
Thank you for the insight. Your comment makes me think it's like novice movie editors or content creators using literally every single effect and scene transition on a simple video. Or a photo editor turning on every filter and maxing every slider on a portrait. Or a cook dumping every single spice and herb into the soup.
@SpokenFlesh3 күн бұрын
This
@Omnicypher0013 күн бұрын
There should be a template project in UE5 that turns everything off by default.
@jesseterrell21093 күн бұрын
Yea I know OWI is planing on moving Squad to UE5 by the end of next year and it’s a little scary.
@ziyuanchen85673 күн бұрын
Yeah I feel this accusation comes from nowhere, since it is the studio's responsibility to optimize the game. Epic doesn't force companies to use those features. There are tons of unoptimized games that aren't made by Unreal Engine yet still suffer from this issue. Mesh shader is not even a new thing.
@StarUnionPrime3 күн бұрын
With advancements in hardware. I always expect we get bigger and better games. all that happen is games got more cutdown and simplified.
@vince77-z276 күн бұрын
Its more like they're giving the ability for people who shouldnt make games, the ability to create it Graphics are temporary, Art Direction is eternal
@Skyflairl2p6 күн бұрын
Yeah, its the Unity asset flippers in UE now. Talent-less individuals with zero ambition or passion trying to make a quick buck using powerful toolsets to try and mask their incompetence. It's not UE killing games, its just useless developers that wouldn't otherwise stand a chance at finishing a project getting a platform they wouldn't otherwise consider. I've made countless projects in UE5, but none will ever see the light of day due to their experimental nature - it's fine to try things out but as a developer you need to have standards before entering the market and I certainly don't plan on releasing a game until I know that standard is met.
@MisterMunkki6 күн бұрын
I'm not sure why people systematically equate "graphics" with "hyperrealism"
@hundvd_76 күн бұрын
Not really. That's what _every_ engine has ever done. UE5, specifically, is pushing some _extremely_ bad practices on people.
@chrisallen16686 күн бұрын
I'm learning unreal 5 and that is completely true. Another problem is so many tutorials teach you how to develop wrong. Its ok for simple single player games but usually they teach you just the blue print structure which is must slower to process than hardcoding it in c++ and is not able to be replicated easily. Instead they should just teach you how to code for multiplayer in c++ which runs better, can be replicated and doesn't have any performance loss so why would you do it the other way? (Laziness) On top of that TAA and lumen can be extremely laggy and cause screen tearing.. Instead you should opt for third party lighting programs or do it yourself if capable but not something most of these instructors even go in to. I'm a solo dev making an Arpg so im probably going to use quite a bit of contract work and already made assets which is another issue in some of these games as devs are taking the time to set up LODS and optimize the renderers. The engine itself isn't the problem but people are using all the hardcoded tools to make a game is. many of the tools they provide are meant to use as an example not push out a fully developed game with an exception being gas. The correct way to use Unreal is To load up at the beginning as BAREBONE as possible and research how to make the systems you need. If unreal has a optimize feature for that. Cool Enable it. Otherwise use another program or make it yourself. Rant over. Thanks
@Ubreakable-lr2dk6 күн бұрын
the performance is the worst tho speaking as a 3d artist
@hellleon5 күн бұрын
I thought I was the only one. I believed something was wrong with my eyes because alot of modern games did not look "good"
@lemoncake69575 күн бұрын
Agreed
@rl91485 күн бұрын
I often thought why can't I see particular things going on.
@magrathean05 күн бұрын
Same here
@mateoreyes69215 күн бұрын
I really believe graphics peaked with the Fox Engine of MGS 5
reminded me about someone said that in-game graphics have peaked quite a while ago and now it's either diminishing returns or diminishing the game entirely
@mr.jamrob4505Күн бұрын
Yeah problem is past a certain point people won't see the difference especially depending on resolution Plus lighting is always going to be more important anyways People wanna make the next RDR2 and have no idea how to do that and no idea why it's a good game to begin with
@npill2403Күн бұрын
Once in a bluemoon someone makes a passion project for enthusiasts to enjoy
@Laoruperteen182 күн бұрын
This is the gaming equivalent of doing a drawing in pencil, and instead of shading things correctly, you just use your finger to smudge the granite where you want the shade. Its lazy, cheap, takes no time or effort, is a horrible method, and it looks ugly as shite, dont cut corners, do it right, with 10 seconds of extra effort.
@DaoistYeashikAli5 күн бұрын
Temporal AA is a cancer to the industry. Reason why old games still look sharp because they used MSAA instead of this crap
@itsprod.4725 күн бұрын
What’s worse is that games that use it suffer from input lag as well tho it’s very minimal and noticeable at slower Refresh rates like 120 and below. Can’t believe Devs couldn’t improve MSAA and instead used TAA
@mr-timmons5 күн бұрын
The funny thing is I just had a conversation about that with a friend last night. How you can boot up an old school game and maybe turn your brightness/ gamma down a little and it still holds up really well, like better than I'd have expected.
@Mordinel5 күн бұрын
@@itsprod.472 MSAA was improved on, it is called SMAA.
@Snipes4325 күн бұрын
@@itsprod.472 The issue with MSAA is that it works only on geometry, not on shaders. As games became so shader heavy in last decade the effectivness of MSAA decreased. There is no easy way how to fix this. Becasue MSAA is basically just supersampling on geometry edges. That's why FXAA, and other shader based antialiasing were introduced. The bigger issue imho is that even if we get a better shader based anti aliasing, games would look horrendous, becasue so many shortcuts are taken and hidden by the TAA temporal bluring that once that gets disabled, the games just look horrendous. As demostrated in the video.
@FenharelTheDreadWolf5 күн бұрын
Just use dldsr with taa or dlss and new games will look crisp af
@ozonecandle4 күн бұрын
And they have the audacity to start charging $70 for slop. It's wild.
@Reelix3 күн бұрын
And people are lining up to pay it.
@tommytaylor13513 күн бұрын
Even worse the fans/idiots try and shame anyone that speaks out about it or want a better product.
@fangornthewise3 күн бұрын
That specifically is more the governments shitting on the currency and economy than game studios themselves.
@mwitters13 күн бұрын
Bro it's a miracle we are still only paying $70 for games. If you account for inflation games should be much higher now. You were paying more money at $50 back in the day than you are paying for a $70 game today. IMO, if a game is good, and complete and offers a good 30+ hours of enjoyment I'm happy to pay $70. This is literally like 2 fast food meals for me and a friend. $70 isn't as much as it used to be.
@Reelix3 күн бұрын
@@mwitters1 Back in the days I was paying $15 for a AAA game. You sound like that console bunch who were paying a hundred dollars a game 5 years ago and calling it cheap.
@DracoThinks5 күн бұрын
Dude everytime I go back to old games on basic 1080p it always feels crispy asf, just perfect, even tho it's like 10 years old. This makes alot of sense now.
@Alina_the_Hedgehog4 күн бұрын
There are a lot of people out there for whom 1080p is enough to enjoy their games. Higher-res monitors would probably just unnecessarily hurt their wallets, but they often also just don't _need_ a higher resolution.
@Us3rN4m324 күн бұрын
Games like F.E.A.R looks super sharp, and that’s just with msaa, TAA is basically just a blur filter
@angel_of_rust4 күн бұрын
ps2 games look so sharp even if you just upscale them to 1080p, it's so kino
@emultra7594 күн бұрын
1080p is fine with proper AA, especially supersampling or something like DSR. It's all these excessive shaders and AI shenanigans that are making things blurry.
@Onikabutofirstsisterlater4 күн бұрын
Battlefield 3, Crysis, etc
@maravreloadedКүн бұрын
Realism killed videogames because games require +100gb of space and 6 years of development without doing anything else, costing hundreds of hundreds of millions. To break even.
@jmatrix00535 күн бұрын
the only thing I understood from this video was that game dev companies are getting lazy and trying to use more processing power to make up for it.
@kylemenos5 күн бұрын
The idea he is pushing is that not only is that the case but the industry is also becoming lazy in discovering new engines because this one is 'so good' why would you ever make anything different. What this is is laziness on many many levels and the people behind working on it do not care if they are lying directly to costumers faces when they speak about what they do. It's the 'modern audience' but at work.
@kionake15 күн бұрын
I'd rather blame this on the publishers that put in harsh and unrealistic deadlines so cutting corners is neccesary. Not saying there are no lazy devs, but lots of the times its not in their hands.
@Buoyant_Bear5 күн бұрын
@@kionake1 This. "Lazy devs'' are definitely not why Microsoft Flight Simulator 2024 launched w/ so many bugs and issues, it's primarily because the game was rushed...so it definitely had an unreasonable deadline. It appears as if nobody even tested certain missions.
@kimmogensen48885 күн бұрын
They have to do it because of DEI, when you are forced to hire people not because they are the best you can get, then the quality of your work force will fall and fall and the quality of the game will become less important and your ability to make a quality game will also be diminished, it’s called nepotism which is a type of corruption, a very bad idea if you like good things
@lethn29295 күн бұрын
This is correct and a good summary, I don't know why people are trying to blame Unreal 5 for this, the engine isn't the problem.
@r-b-k4 күн бұрын
Imagine how much more energy is getting wasted worldwide by unoptimized games.
@citizensnips23483 күн бұрын
This rarely gets mentioned, but electricity isn't free. Poor optimisation wastes energy and could increase wear through overheating, and means larger downloads for digital purchases and updates, wasting more energy and slowing Internet speeds.
@perz1val3 күн бұрын
Wouldn't people just run games with more FPS or on higher settings, still using 100% of the hardware, but with better experience?
@m4a1saiko293 күн бұрын
@@perz1valnot completely true, as its useless to run a game 200 fps on a 60hz monitor, some people will choose to set upper limit for fps for various reasons. Like i would lock it slightly above the refresh rate, or just simply want to avoid max usage of hardware because i don't want my computer running under high temperature for a long period
@BC_Joshie3 күн бұрын
@@m4a1saiko29 actually you are wrong, most people always play uncapped in any competitive game or fast action game. If you have a 60hz monitor and your hardware is hitting 200fps, your monitor is still displaying more up to date frames each time your monitor renders a frame.
@lfsw943 күн бұрын
This is honestly such an interesting take, our GPU's already take so much power to run (Although it's not to the point of air conditioning power consumption but ykwim). I'd honestly love to hear about research on this topic lol
@lemurtheory93505 күн бұрын
The biggest problems are AAA teams are getting too big, bad managers, chasing out skilled veterans, hiring unskilled workers, hiring unimaginative political types. Not defending any one thing but unreal isn't hurting it much just because it gave you options, whats hurting development is studios using those options wrong.
@zolikoff5 күн бұрын
Yep they have infinite layers of middle management that contributes nothing to actual development and is highly paid. Plus vast resources spent on HR, advertising and lobbying various companies involved in games & hardware. I'd wager less than 20% of the company's employees actually matter and make the game. The product is expensive and shit, and because it costs so much money, they say they need to invest even more in HR, ads and lobbying so that the game can sell more and "make up for it", and don't realize that it's that very bloat that makes it expensive. And then they cut down the actual development team to "save costs".
@Bambeakz5 күн бұрын
Promoting because of what you are and/or represents instead of the best (wo)man for the job does not help either. And not every dev is a " hardcore" gamer anymore with the same passion. It is just a job choice for them to earn money. Yeah we all want money but we also know what I mean.
@RuneMod5 күн бұрын
Unreal does have many options. Its kinda a double edged sword though. Its difficult to make a lightweight fast game in unreal because its crammed with so much stuff.
@hawkeye59555 күн бұрын
@@Bambeakz: Instead of looking for hardcore gamers to hire for the development team, they've been looking for hardcore activists to push "the message".
@jb89355 күн бұрын
HR creep is doing the most damage, but games costing so much that they cant do preproduction to get a proper engine to fit their game also hurts
@SmokeandSpiritКүн бұрын
At least this dev team is being the solution instead of merely complaining about the problem. What gigachads. They're going to build a modded UE5 platform that simplifies graphic optimization. So the whole industry (and gaming in general) can benefit, or with luck, Epic games will buy the software and integrate it. Even better.
@dra6o0nКүн бұрын
Or they do something and gatekeep it, the reason being is that the modded engine requires developers to put the work in to it, but publishers don't wanna waste money on developers doing extra work.
@RaginCanadian-gx2zl3 күн бұрын
Im honestly so sick of photo realistic graphics, bring style focused graphics back.
@DBailey942 күн бұрын
Viewtiful Joe comes to mind. Super old game but I remember the game because of the unique art style.
@HomelessShoe2 күн бұрын
I used to be obsessed with photo realistic graphics too. These day I enjoy more unique art style instead of that generic photo realistic look. When I look back I realise what kind of idiot I was by spending thousands of dollars for only a GPU, just to satify my photo realism obsession/addiction. Eventually It was just striving for better graphics just for the sake of it.
@jumpieva2 күн бұрын
The entire populace does not want a downgrade of style-based games. We have good hardware, and we have good artists, potentially, and photorealistic should be something that is attainable. It just needs to be done better and shouldn't be force fed down people's throats. Honestly, the next leap is holographic games, because then we're actually not trying to fake an effect.
@RaginCanadian-gx2zl2 күн бұрын
@@jumpieva you speak for everyone? and yes attainable sure but imo style based is an upgrade. these are video games not real life if you want photorealistic go outside and touch grass. i want art and variation.
@RonJeremy5142 күн бұрын
I'm not against photo realistic graphics, but I'm so picky that it makes me scratch my head everytime I see something off. I'm like "That's the best Ultra setting you can provide at what framerate cost now?" and I don't understand why everything feels so limited. I'm saying that but I'm an average Barotrauma enjoyer which in case you don't know, involves old school sprites and 2D pixel art style.
@MaxSMoke7775 күн бұрын
All of this overlooks the REAL issue, which is this new wave of LAZY MODELING. People treat polygon counts like it doesn't matter. Nobody wants to make efficient, well designed models. Those older games looked great AND RAN GREAT, because artists did per-polygon modeling and then did efficiency passes to eliminate edges that weren't necessary. When they UV Unwrapped their work, they did effective layouts that used the texture maps without huge amounts of waste. Now people barely put any thought into their UV maps, just leaving it all up to mega-pixel textures to cover up their wasteful mapping. And THE WORST offender is this "Digital Sculpting" where you just throw CAD out the window and make models with a "Virtual Clay". Lazy artists don't even LOOK at the real poly's anymore! Companies get nice screenshots, but the work is cumbersome and wasteful on levels that are MIND BLOWING! Nobody needs 100,000 polygons for a sphere! 10,000 polys can make a face every bit as good as 10 million, because you aren't licking a bad guy's face in a shooter, you are blowing him away with a mouse click from 10 feet away! I spend decades learning how to make efficient models, only to see lazy artists just blow through all of the real work, saying they'll "let the computer do the optimization". NO. YOU DO IT. It's called Hand Crafting. It's part of being an artisan. It's the difference between an "Artist" and a "Hack".
@masterpainter785 күн бұрын
Having done some modding for Skyrim and even made my own armor or two, I find your comment to be under appreciated.
@jonasmemborg41965 күн бұрын
While a lot of models have too high of a poly count, artist still retopoligize the "clay" models. No one exports their work in ZBrush or 3DCoat straight out the box with that polycount. It simply allows artists to make intricate details that can be baked as normal and bump maps and used on a lower poly model. Box modeling or sculpting isn't at odds with each other either. It depends on what approach best fits what you are trying to do.
@chizuru415 күн бұрын
THIS! 3D modelling is closer to 3D sculpting than actual modelling these days. Which literally serves different purposes in the industry. It's so inefficient with the millions of geometrical count that the processor is handling million or even billions just for a static image inside a game. Now imagine it moving...
@NANOTECHYT5 күн бұрын
Or worse yet, they just scan in a real life object and don't compress it or work on it at all leading to inefficient polygon counts and super high resolution textures that may be ultra detailed but could probably be made by hand and look 95% as good manually by a true 3D Modeler and texture artist for about 1/10th or maybe even less than that the cost in disk space. But that all requires publishers and developers to retain staff and pay good wages and that doesn't lead to higher profits, so it's just better montetarily to contract everyone for 1-2 years, hire inexperienced new graduates who don't demand high salaries and are easily replaceable and lean on tools/tech like photogrammetry, 3d scanning and animation capture to not need talented artists anymore.
@jdarokhajiit91535 күн бұрын
Based
@Harley4you5 күн бұрын
it requires you to upgrade your hardware for alot of money for no actual benefit, that is the real problem
@TheReferrer725 күн бұрын
No one is forcing you to upgrade your hardware, you can still play the majority of games with RT switched off.
@mineatomtr5 күн бұрын
@@TheReferrer72not if the said games use forced software raytracing (lumen) and overdraw with excessive amount of polygons (nanite)
@zuriyel53685 күн бұрын
@@mineatomtr Isn't that what the new Indiana Jones game does?
@Harley4you5 күн бұрын
@@TheReferrer72 i have a 2070 super, i´m waiting, the 3 or 4000 series don't seem like a smart investment. i get your point, but I have to play these games at 45fps and they look worse then old games although they have higher hardware requirements. I´m curious if they invent another revolutionary new hardware hungry rendering method or whether GPUs are getting better and cheaper so quickly that it no longer matters, idk
@dasno_5 күн бұрын
@@TheReferrer72 You cant play UE5 without RT. It will either use software RT or hardware RT. Lumen IS RT.
@ieradossantos2 күн бұрын
22:36 The HDMI cable had nothing to do with it. You can record on 30 fps and then just render on 60 fps. The program decides that, the render template decides that. Not the HDMI cable
@hitsukora5 күн бұрын
I will be honest, Ive had this issue with FF 16, Black Myth Wukong and many other games, and I get sick seeing the ghosting and smearing. Im glad people bring this up now.
@Dragonfury30005 күн бұрын
If you turn off motion blur in ff16 you can see the game for what it really is
@thingsforotaku80825 күн бұрын
Same I couldn't even play FF7 rebirth because it made me feel sick, FF14 has it now force enable resulting in a blurry mess that gives me headaches. Many modern games have this smearing and blurring issue and it's really bad for people who can spot this easily. Hair and foliage is usually the first giveaway a game has shit AA.
@Dragonfury30005 күн бұрын
@@thingsforotaku8082 i played rebirth in quality mode to avoid the extreme ghosting but its very much present. The pro solved the issue because there's no upscaling involved.
@thingsforotaku80825 күн бұрын
@Dragonfury3000 i sold my ps5 because it was just terrible, never getting a console again
@KurosakiRuka5 күн бұрын
Yes i noticed it by ff16 but thought it was the art direction. No vibrant colours, all looked muddy.
@1ViivviiX15 күн бұрын
I'll never understand why the gaming industry had to change the formula. They had the groundwork laid out, and things were great. Games used to be WAY cheaper, we would get BACK to BACK every year or 2 releases, the games were more fun, and stood out individually. Now constant flops are dropping, that cost hundreds of millions of dollars, look/play no better even when taking 5X - 10X longer to come out. What the hell happened? Edit: My bad when I said "WAY cheaper". I didn't quite mean the price of purchasing games from a consumer POV. I meant WAY cheaper to produce. Not 200+ million dollar budgets like nowadays triple AAA market games.
@700gsteak5 күн бұрын
wokeness. it destroys new games. Even old games when they get remade get given the woke treatment to shittify them
@honkhonk80095 күн бұрын
Look at COD Cold War. That game was the PEAK of video game graphics. Every graphical optimization both mechanically and managerially, was employed. It ran so buttery smooth on my gtx 1660, that it was UNCANNY. It was such a beautiful game with an amazing aesthetic. The campaign, aesthetics, vibe, and art, was insane. Zombies looked amazing and fit the vibe of the game PERFECTLY. Loved every monent of it. I was so dissapointed with BO6 cus I expected the graphics to carry over. But somehow the game looked WORSE than Cold War.
@voidFutureVector4 күн бұрын
@@honkhonk8009 they changed because legally they were required to. Small game company would be privately held. They could focus on quality and the end user. When they make a successful product and then get acquired or go public. The focus must by law shift to maximizing profit for the shareholder. If not, the shareholders can go after them in court. Its not capitalism it however is a problem with the way the laws are written. We exist in a world that eats it self. One day it falls apart. The game company dissolves and the process starts over. Awesome IP is destroyed in the process.
@TKDBoy18894 күн бұрын
@@700gsteak Hate to bring it to you but this was going on long before the wokeness infiltration- that was just the sh*t cherry on top of the sundae. Going mainstream and "AAA" is what really led down this path. Bloated budgets, oversized development studios with no direction, accounting departments getting more creative control than game directors. That was what started this horrible trend, wokeness just seeped through the cracks to make the rot even worse.
@SapiaNt0mata4 күн бұрын
@@TKDBoy1889 before wokeness showed up in video games, games didn't cost $316 million like Spider-man 2. there were some exceptions of higher budget, but these are exceptions. budget bloat skyrocket when wokes invaded gaming, so yeah, wokeness destroyed games by hiring untalented devs to tick diversity boxes, and they don't know how to handle money spending and bloat the budget. and when you have to hire based on skin color, etc traits = woke. woke isn't just "white man bad" in the script. it's more than this.
@Sabizoo5 күн бұрын
Man, people don’t realize how bad it is that 75% of revenue for game studios comes from microtransactions. Like, think about it-why would they focus on making amazing storylines or innovative gameplay when the real money is in selling skins, loot boxes, or XP boosts? It’s a no-brainer for them: spend time and money on systems that get players to spend more, not on crafting deep narratives or memorable characters. This is why we get grindy mechanics or pay-to-win stuff-it’s all designed to frustrate you enough to pull out your wallet. And the worst part? It’s working. This is killing creativity in gaming. Instead of bold, artistic projects, we get cookie-cutter games built around making us buy things. The magic of storytelling and fun takes a backseat to profits. And don’t even get me started on how it ruins trust between devs and players. We’re basically voting with our wallets here. If we keep throwing money at these systems, the industry’s just gonna double down on it. Less story, more microtransactions. It’s a vicious cycle, and honestly, it sucks for anyone who just wants to play great games.
@Br1cht5 күн бұрын
People are cattle, sad but it is what it is.
@ActuallyJamie5 күн бұрын
Most underrated comment of the day.
@dubdub6805 күн бұрын
The problem is most people are too stupid to recognize it
@moontreecollective67185 күн бұрын
It will never not be that no matter how many people vote with their wallets. A story takes a long time, lots of resources and effort, and the general player only plays it once. 90% of studios could decide to focus on story, but any studio that does even minimal micro transactions will outperform, because ultimately people will always spend a little money to get cool shit. It’s not either/or, they just need to better balance both
@matthewtaylor20405 күн бұрын
I can honestly say the only micro transactions I've ever made are DLC and I Don't feel like that's even in the same category
@pod93632 күн бұрын
All hyper graphical realism has done for me is highlight the lack of realism in physics and every other aspect of the game.
@pasokoner6 күн бұрын
I thought the blue guy is made from Unreal Engine 5 LOL!
@JeyVGaming6 күн бұрын
How ironic would that be. lol
@blakecampbell-taylor28656 күн бұрын
The future of KZbin slop is probably AI generated content creators
@cocosusprime6 күн бұрын
To prove his point in the title 🤣 Sorry, I had to...
@raymondbrown36376 күн бұрын
Same
@B.V.Luminous6 күн бұрын
Probably is an AI test
@IsmailAhmed_Ishydadon3 күн бұрын
Native gaming is dead. Devs are now relying on upscaling and fake frames to provide a playable experience.
@GruntGP3 күн бұрын
In cost of blurry images and input lag 🤮
@victorcatorz57312 күн бұрын
I never liked the whole FSR/DLSS thing but than they made it worse by adding frame generation.
@mrgjs40446 күн бұрын
Who remembers when gamers back in the late 90s early 2000s always competed for better frame rates? The original Far Cry released in 2004 and was so graphically intense, that it started a competition between gamers to get the best frame rates. Overclocking and other modding became a massive industry to push gaming, CPU and GPU performance... Not really a massive thing in gaming now...
@Daman3tm6 күн бұрын
Yeah man, I remember how mindblowing it was to see Star Ocean 3 on the PS2 run at smooth 60fps in combat. The Devil May Cry games ran at 60fps at all times on PS2. Truly amazing technical achievements while today it's rare to see a game run at 30fps stable on consoles
@LucifeRxGoSu6 күн бұрын
This was when gamers were actually gamers and playing on PC. Now everyone is on a crappy console
@Extil26 күн бұрын
That's because gpus and cpus already come overclocked from the factory, so you don't see the benefit of oc like it used to, it didn't use to be like this.
@filipbitala26246 күн бұрын
I mean, i still have overclocked CPU and RAM, just cant really do that with the GPU since it would literally melt, and i dont really have the tools, time nor energy to take it apart
@777HPNEXTGEN6 күн бұрын
Frame rate is extremely important in competitive games like racing and FPS. I’ve played plenty of modern racing games that the frame rate is absolute garbage. Whats even more funny is the graphics arent even good either compared to 20 years ago.
@sayankakalita782722 сағат бұрын
The thing is, the requirement of anti aliasing is there because, the cost of getting crisp visual comes at the cost of performance, because of which they lean towards anti aliasing, MSSA is too perfomance heavy, fxaa and stuff are not good looking, and theres TAA that makes a blurry mess, but with the advance stuff like SSR making high pixel cout reflecting will straight up kill your frams, and the industry is too busy in making money to care about new innovative ideas to improve visual and performance
@CFJ.R5 күн бұрын
"Every game sucks" wasn't just complaining. There is more to it
@dorjedriftwood27315 күн бұрын
This is literally an advertisement for thread interactive and people have zero skepticism. He’s blaming unreal and even addresses the core problem in his last chapter. That being the fact that individual developers should be developing custom scripts for the render Pipeline to optimize their games. And his answer is, unreal isn’t upfront about solutions so people won’t know how to fix it. When he is advocating for people using a different engines. Or in this case trying to sell you HIS rendering software. He is implying CD project red or Capcom both who have absolutely astonishing engines more so capcom wont be able how to properly customize unreal. A ignoring that in many cases not using unreal is criticized because of performance issue and frame rate. Like CD project Red when cyber punk came out. People were complaining about it because Unreal was a properly polished engine. Ignoring the fact that frostbite has made a mess of various games because it’s not suited for certain games and that other engines make graphics look considerably worse. The Fact is bad frame rate is something which can be had on most engines for different reasons and that his main argument is developers are to dumb to notice and that thread interactive HIS company has a solution. He is saying he alone can say unreal not any gaming company who wants to optimize their game on unreal. It is beyond nonsensical when you understand what he is really trying to sell you. He is trying to sell you that his company is the only solution for all those dumb game development studios who have written other game engines in the past. He isn’t trying to sell anyone on not using Unreal at all, he is trying to sell people his fox for unreal. B ignoring that someone who wrote an entire engine in fact is quite capable of examining unreal in the same way this guy has. That unless they fire every software engineer they have will have the capability to optimize unreal properly. Because they already had to do so for their own engine. C Ignoring the fact he is selling a solution for Unreal, he is clickbaiting because he is selling a custom rendering solution for unreal. This is one of those moments where Asmongold is unfortunately the wrong person to watch because he missed the point of the video was to promote the dude company. Which Asmon would normally call out but he was too busy caught up in the lingo. This is why most people are blaming the engine when at 9:26 the video maker openly admits it’s not that the engine can’t do other things it’s that people use it to cover up bad development.
@imphonic5 күн бұрын
@@dorjedriftwood2731 What Kevin (Threat Interactive) is trying to do is not something that can be done within the scope of a paid plugin. It requires a fork of Unreal Engine with custom source code. Forks of Unreal Engine are free to use for licensees. There is nothing that he can sell, and if he tried to, I'm sure he'd get a lot of flak for it. As someone who uses Unreal 5, I'm fully on his side. I'm sick of this shit too. I'm so sick of it that I'm going in-house when my first project is done.
@refugeehugsforfree41515 күн бұрын
@@dorjedriftwood2731 "He is right but he is selling something so he is wrong"
@acev35215 күн бұрын
@@dorjedriftwood2731didn’t read lol unreal is trash.
@rockosgaminglogic5 күн бұрын
If a player sees a straight edge in the landscape map model, they'll say the game sucks. So devs are forced to use extreme detail here. If a player sees a repeating pattern on a tree, they'll say the game sucks. Same solution. I love playing older games because I can max out their graphics and play at 120fps or 240fps. I don't care if the trees look like 7th gen.
@Rakka56 күн бұрын
Lies of P runs on Unreal Engine 4, at 140+FPS max settings on a medium tier PC, while looking absolutely stellar. There is absolutely no need for this UE5 panic push from developers.
@flint36095 күн бұрын
Lmao cope. Look at performance/visuals ratio in modern games. Just cope
@Hypno_BPM5 күн бұрын
i agree. and to some extent i prefer UE3 and 4’s “look” more. 5 has better particle effects but that’s basically it. 3/4 have nicer looking Global illumination to me for example also the physics in 3/4 are great. i’ll take a maxed out game running in 3 and 4 over a stuttering poorly optimized 5 any day.
@Tech419z5 күн бұрын
@@flint360930fps blurry trash games are what you want apparently.
@mrturbo845 күн бұрын
Ever heard of Unreal Engine Gitter or Stutter?
@AkiRa220845 күн бұрын
@@flint3609 What are you talking about?
@brando33425 күн бұрын
Devs: *Designs game with insane aliasing* Devs: *Slaps expensive TAA over top of the image to smooth it out, also introducing insane amounts of Vaseline smear* Devs: *Introduce AI upscaling as an option* "Look how much better this looks and runs than native!" Also Devs: *Pointing to their crappy TAA smear version of "native", instead of a well designed and optimized image quality with no TAA* This is the lie.
@MonsterJuiced5 күн бұрын
TAA is less expensive than MSAA, FXAA looks likes crap. It's TSAA that takes a lot of resources. About 20fps from any project. However, without any AA you will get jagged messes on everything and you can't get realistic hair looking nice at all without any AA. Everything will khave to be mesh and cleverly designed to reduce as much aliasing as possible. So that means large polygon and no realistic foliage. TAA may have it's artifacts but it smooths out things like foliage and hair. MSAA is extremely expensive. This is what half life 2 uses primarily. But half life 2 is very blocky with minimal reliance on realistic hair and foliage.
@Terepin645 күн бұрын
@@brando3342 Your seriously think you will get rid of all aliasing by simply increasing graphical fidelity and nothing else?
@brando33425 күн бұрын
@@MonsterJuiced FXAA is usually the best middle ground, especially if the game is well optimized, and I do believe you are wrong, TAA is more expensive than FXAA in basically every case. You're also doing the thing that misses the point entirely. TAA doesn't just "smooth things out", it smears the entire frame, and that is shit, because the image SHOULD be sharper, but TAA destroys the resolution sharpness on the entire image, not just where the aliasing is present.
@brando33425 күн бұрын
@@Terepin64 Never made any such claim, I didn't say "all anti aliasing is bad"... I said what they are doing with TAA is bad.
@Terepin645 күн бұрын
@MonsterJuiced Not only is MSAA expensive, but it only fixes spatial aliasing and nothing else.
@jesusfreak882622 сағат бұрын
Dude… the entire time I kept waiting on us to find out the guy in the blue shirt was unreal generated… because he almost doesn’t look like a real human being… tell me I’m wrong lol
@intimaspace6465 күн бұрын
I’m a modder, and I’ve noticed many of the things mentioned here. Game devs constantly take shortcuts to remedy performance issues that degrade visual fidelity. Rather than rework assets or shaders. TAA and upscaling has been their get out of jail card for years now. It’s why games now 5 to 10 years old actually still look better than many modern ones. Kinda sad huh.
@greenwendal50564 күн бұрын
I have to add sharpening to every game now.
@emmanuelmercado40184 күн бұрын
@@greenwendal5056 like playing doom 64 again, playing with crt tv and in game alues to see something as a kid!
@jonathanholm12626 күн бұрын
Think one of the reasons that graphics are so important is because those who don't play games but invest in the companies see better looking as good without ever actually playing the game. So they think it looks good, sells good instead of focusing on if the gameplay is actually enjoyable.
@casualcadaver5 күн бұрын
Meanwhile me who still plays Thief The Dark Project and countless PS2 games with outdated “ bad “ graphics.
@pathfinder97675 күн бұрын
@@casualcadaverHECK YEAH TAFFER!!!!! LOVE The OG Thief series.
@casualcadaver5 күн бұрын
@ Omg wild Taffer sighting 😆 Have you played Black Parade yet?
@todorsamardzhiev1445 күн бұрын
Finally, someone who gets it.
@pathfinder97675 күн бұрын
@@casualcadaver sadly no. Calendra's Cistern was the last I played. I can't remember off hand the others I played.
@stormstrider5 күн бұрын
"I noticed things peaked at 2014-2017." I WONDER WHAT CHANGED.
@HankBaxter5 күн бұрын
Blue hair was involved
@HansKlopek5 күн бұрын
Diversity hiring started in 2012
@rezarfar5 күн бұрын
The price of graphics cards went up because of bitcoin farmers.
@envision63315 күн бұрын
FORTNITE BATTLE PASS
@randybobandy98285 күн бұрын
@@HansKlopekya but they weren't senior developers, they still had the veterans controlling the show but now they are the leaders.
@sharper9164Күн бұрын
This is why I play old games like Age of Conan. Story is amazing and it has its graphical charms. Try it guys, the battle system is insanely good.
@bowlofrice10065 күн бұрын
The funny thing is that If you have a switch you've been aware of all of this since 2017 since you literally saw the direct downgrade for each game.
@chadmagnus58505 күн бұрын
Which is why I never bought games for the graphics alone.
@Crazzzycarrot-qo5wr5 күн бұрын
Good thing most switch-user cant tell the difference.
@Hazamandeous5 күн бұрын
@@Crazzzycarrot-qo5wrmost switch owners i know have PC’s or and another console. They all probably fan tell the difference.
@Crazzzycarrot-qo5wr5 күн бұрын
@@Hazamandeous your experience is completely irrelevant though.
@Hazamandeous5 күн бұрын
@ lol and your comment is more relevant? Wild take.
@Truck_Kun_Driver5 күн бұрын
Nothing can beat the Fox Engine created by Kojima's team for Metal Gear Solid V. That shit runs smoothly on my 2017 laptop. Don't know many modern AAA games which can run smoothly on medium specs laptops like MGSV.
@MrPezsgess5 күн бұрын
They used baked lighting. In UE most devs only enable Lumen and the work is done. Can't blame the engine when 0 work is put into. If we take Godot for example you unable to do this. It's just not possible so you have to bake the light and use a bunch of tricks to make it work. Doing this will result in better performance and stability while also looking like the same.
@TotalJerkFaces5 күн бұрын
Nah Unreal Engine simply a teribble engine, generic slop garbage if this a future of games i bet you need to buy a graphics card every months because you know theres new “features” implemented
@AnonningAnon5 күн бұрын
@@TotalJerkFaces I think it's also because the difference between last gen cards and this gen is very vast. I had a 1060 before a 4070 (had 1060 for many years, because it was pretty solid), the difference between the two cards was huge when I changed, especially in regards to how the cards reacted to engines and how many frames the GPU could generate with new technology. It's a way bigger gap than say the famous 980 to 2080 imo. 980s were good for a very long time, due to technology not really innovating much in engines specifically. I knew some people that still had 980s until 2015-2016 (basically until they couldn't anymore, some still able to run Black Desert on them, but wanted more power). Sure some were overclocked, but 980s were monster cards for their time and handled overclock well. I think the RTX series has a lot of technology that is hard to balance between generations at the moment for game devs, I'll admit. Though, it isn't an excuse. I think the games should be made with most cards actively on the market in mind (so not discontinued). It should be able to run with and without the technology gap.
@lucifermorningstar83875 күн бұрын
@@TotalJerkFacesthe engine is the same though. It’s just the devs relying on lumen to speed up development time instead of using optimized baked lighting. The endresult is heavy cost on performance and poopy smearing with inbuilt TAA
@oriongaby5 күн бұрын
@@TotalJerkFaces the engine is not the problem, the problem is how the developers use it
@Andrashh5 күн бұрын
To everyone who said you can turn it off: You can, but these games are often optimized with TAA in mind, so turning it off often causes the game to look ugly af. For example: recent game Throne and Liberty. You can turn off TAA by disabling it in a .ini file. But the game will look ugly with shimmering lights and shit shadows. Edit: Since some of y'all still don't understand. TAA is blurry and have so much other issues. If you want to turn off TAA, the game will still look like shit because it's "optimized" for TAA. You won't be able to use anything else but TAA with it's all issues. For older games, you could absolutely turn off AA and left with fairly jagged edges.
@melz21955 күн бұрын
Stalker 2 is another great example
@Terepin645 күн бұрын
What??? You mean to tell me that by disabling antialiasing I will get aliasing? I'm shocked. Shocked I tell you!
@svd3555 күн бұрын
Pretty much. I firmly believe TAA isn't the real culprit of these ugly blur smeared all over the screen because the nature of how it works. Games like those are usually rendered with checkerboarding for cheaper computational tax at higher resolution. With and without TAA they'll look ugly either way, just one is less than the other. TAA can look pretty good otherwise.
@ilaripori61485 күн бұрын
@@Terepin64 Its not aliasing, it is subsampling (dithering). So many things render at 1/4 of what is supposed to be rendered and blended together with TAA
@BUDA205 күн бұрын
@@Terepin64 No, aliasing is one thing, you can't just anti-alias half rendered things to look better, it needs temporal jitter and averaging, for example making something translucent, by just rendering one pixel on and off, and then blur over, you can put a ton of FXAA over a game with disabled TAA, and remove all the jaggis, and it will look like trash regardless
@lukeluckynblue18732 күн бұрын
I prefer good gameplay with interesting mechanics of a game instead of REALISTIC GRAPHICS I'm from 90-00 gaming era so i don't really care how game looks to me it needs to feel good to do stuff in the game
@suenzhong78915 күн бұрын
I find it ironic that in university game developers are taught to optimise everything but when we hit the industry it is so unoptimised (at least at triple A studios)
@Matthew-bf2nc4 күн бұрын
Shows you how worthless college is.
@theInfra-Recon4 күн бұрын
You can die as a good Dev or live long enough to become a bad one.
@starmechlx3 күн бұрын
@@Matthew-bf2nc I disagree with this take. Having the knowledge to do it and then not being able to at work due to constraints doesn't make you a worse developer. Never learning how to do it and not being able to when you CAN, however, does.
@Matthew-bf2ncКүн бұрын
@@starmechlx you don't need college to learn how to do it though.
@kylesislak94605 күн бұрын
2:15 Motion Blur 🚫 Depth of field 🚫 Film grain 🚫 If your game relies on this to look good, your game ain’t good
@qwerte69485 күн бұрын
it is only a problem when EVERY game is like this....
@therim1875 күн бұрын
yeah I turn all that off on games since I'm still using a 1060. I've been thinking for the last couple years that my computer was just crap now. Nope, it is showing all the lazy design flaws that are in games now.
@MoldyMcdonut5 күн бұрын
Just give me cell shading and wind waker, and I'll be fine
@Adeaddodo5 күн бұрын
Flim grain can be fine if it's part of the artstyle like Cuphead.
@Saviliana5 күн бұрын
Yeah, always turn them off, also FAA, that shit is not healthy.
@ladislavseps48015 күн бұрын
The problem is actually started mainly by realistic lighting in games. To support realtime lighting from multiple light sources everything switched to deferred rendering. Deferred rendering mostly killed hardware based MSAA (second best AA after supersampling). Without forward rendering, MSAA could not happen on HW, because it happens "before the shadow pass" and it would not work with shadows. So FXAA and other temporal AA were born, if you can't get multiple subpixel samples for AA in the single frame, you just accumulate pixel samples across multiple frames. The worst problem is that simple TAAs does not do anything with jagged edges without changes between frames, so when standing still jitter or movement is needed (and now we have standing animations and camera movement). Or changing rasterization sample patterns between frames, which causes more jitter/shimmer without TAA, which you "solve" by bloom and other defocusing techniques.
@ladislavseps48015 күн бұрын
I was really hoping the VR will somehow solve this. Lot of VR games returned to forward renderring to minimize the latency and maximize framerates.
5 күн бұрын
A smart engineer would have kept the original MSAA or even the high scale FXAA they developed late in its cycle but allowed lighting to use TAA. This was always possible but more complicated so they just didnt do it. They needed the capacity of multi core cpu to make the most of it and they had not developed enough to be standard in consoles or home pcs. Now you cant buy a non multi thread cpu and yet they still keep designing games around one, maybe two cores. The cpu are constantly bottlenecking single threads and so your render pipeline will never get enough data to maintain a 16ms response time (60 fps)
@hectormedina-fetterman43455 күн бұрын
I agree this is all about modern lighting. I also feel like DLSS and TAA gained massive traction with the introduction of global illumination in the 2010s. Modern real-time lighting techniques are forced to make compromises which introduce artifacts. These artifacts will disappear as hardware improves and less tradeoffs need to be made. Unfortunately we can't have all the nice effects AND render at 4k, AND have incredibly large and dynamic scenes with many lights. We would be playing at 1fps or worse. So we fake. We render at a much lower resolution to reduce the number of pixels that need to be computed. Then we do a cheap scale-up to the resolution you want. Like scaling up any image, this also introduces artifacts, so we average all the artifacts away over time (DLSS/TAA).
@Navhkrin5 күн бұрын
DLAA with good motion vectors is superior to MSAA on multiple fronts, MSAA only worked on geometry edges and couldn't reason about transparent or masked materials. DLAA can handle both.
@violet-trash5 күн бұрын
MGS5 looked really good and had amazing performance though.
@Craide93822 сағат бұрын
Well technically. Same goes to Unity. While Unity did the wrong thing with the Runtime-fee,just like what anyone would say when a game looks bad. Blame the devs not the engine.
@Slvrbuu5 күн бұрын
This is why people didn't want CDPR to switch to Unreal and just continue to work on their own engine. The homogenization of the industry on a foundation of quick fixes and makeup. Not that they didn't have their own issues with TAA.
@stanislavkimov27795 күн бұрын
CDPR is dead now anyways. It seems to have went full DEI
@qweewwq75255 күн бұрын
No, most of these people are ignorant with no idea at all of how much it would cost to bring the outdated REDengine up to new standards. Getting new employees, teaching them, creating tools. The people who created this engine do not work at CDPR, the cost they would have to pay is gigantic. Because they would have to ABSOLUTELY stop the development of the company as well as new products until their new engine would be ready otherwise we would have a repeat of CP2077, their old engine was so bad that it took them over 3 years to patch it alone. UE5 eliminates 90% of the RED engine's problems, you can tweak the game on the fly, you have a huge selection of experienced staff, an engine tuned to the latest standards, with a ton of ready-made tools, etc.
@pjmartin54175 күн бұрын
I don't know if I'd be gaming if it weren't for cdpr.
@siubhan20475 күн бұрын
I am one of those people. I can completely understand why CDPR dumped their own engine. It makes business sense, BUT it is neither good for the industry nor good for gamers. At this point Cyberpunk looks pretty much as good as any game ever and with mods can be made to look insanely good. Moreover, it still has a ton of hardware futureproofing in it still.
@stanislavkimov27795 күн бұрын
@@qweewwq7525 but it's CPDR fault, they lost all their veteran devs. Is this even CDPR any more? Another corpo that threats workers like trash and replaces them every year. Just another bland AAA studio. There is no excuse, they lost the studio, they butchered it.
@13lood13ath5 күн бұрын
STOP PAYING FOR SUBSCRIPTIONS AND ITEMS IN GAME. STOP SUPPORTING MICRO-TRANSACTIONS AND THEY'LL STOP IMPLEMENTING THEM.
@TheAkashicTraveller5 күн бұрын
They'll never stop. But good games will also always be around you just don't hear about them all that often outside of the few that go viral because they don't get the ad budget.
@tshcktall5 күн бұрын
You're right. Sadly, it won't happen. People are just too stupid.
@carlosrobinson71765 күн бұрын
If only people would listen
@adtrlthegamer74495 күн бұрын
Doesn't help that kids are growing up with all this non-sense and think it's okay. Then when they can make games, they keep the cycle going cause that's all they know. Along with people just used to all this non-sense and throwing money to keep it going.
@MrJackfriday5 күн бұрын
unfortunately majority of gamers are not informed with issues like these and they dont really care and just....consume
@adamhinckley50624 күн бұрын
Battlefield 1 looks infinitely better than any modern multi-player shooter, and didn't force the use of DLSS or TAA. That game is hard evidence that proper visuals can be done WITH proper optimization
@MyDarkMuffin4 күн бұрын
You can even go back 13 years to Battlefield 3. The game looked great, still does.
@TheRundas953 күн бұрын
In my opinion the EA Battlefront games looks even better than Battlefield 1 which is already awesome !
@Mind_Splitter3 күн бұрын
Battlefield 1 looks insanely good. It's so sharp and detailed.
@whytho16903 күн бұрын
I still miss Battlefield 2142
@StrazdasLT3 күн бұрын
@@MyDarkMuffin I think battlefield 3 looked like trash and thats because of forced motion blur.
@LiamT7252 күн бұрын
I've known about this for a while. Avoid TAA if you can. If you have RTX then DLSS is a better alternative with TAA turned off and either FXAA or no antialiasing it doesnt matter DLSS will be better
@shahiqyarbouti26355 күн бұрын
This is exactly what happened to coding. Better tools, faster hardware, pre-coded libraries and modular programming made writing code faster and easier but resulted in a lot of bloat and slow(er) and inefficient programs.
@edelweis3035 күн бұрын
Will and already getting worse with the company pushing for more AI to churn out features faster while the developer at hand doesn't have the time to test and review code generated by AI let alone optimize the garbage slop generated by the so called AI tools. Its more on cost cutting and development efficiency but less on quality now 😢😢
@monkaSisLife5 күн бұрын
Yup. I can't stand seeing nowadays, how projects are created. Especially in Website Front and Backend Development, there is so much unnecessary shit like (and i'm not joking) React and all these other dumb librarys. These librarys are absolutely overkill for most projects yet you nowadays get SPAMMED on youtube about these librarys, instead of showing the approaches that we're used for ages, and were 1000x more reliable. i've lost count how often now, i have to completely re-develop a Site for a Client, because the Site was made with all these unnecessary librarys.
@alanunruh73105 күн бұрын
@@edelweis303 exactly AI "doing the boring stuff" has caused alot of crappy bloated coding at an exponential rate. when the person was doing it with some pre written stuff they knew what was written in it and where they put it. so if it caused an issue, depending on costs and how bad the issues. they was able to go back and fix them.... if they was honest that is. but with the AI they have no idea exactly where and what was done without having to comb through all of it. and on a streamlined bare bones team already... they simply don't have the man power to do all of that. they are already focused on min maxing their incomes and building a full team would drastically cut into that income.
@brianviktor82125 күн бұрын
Well, I keep up my high standards. Just yesterday and today I worked on improving my code structure, because it made more sense to do it that way. I am not shoveling together garbage, that becomes a mountain of garbage at some point, and I automatically optimize everything.
@Nicholas-nu9jx5 күн бұрын
Modurarity is not the issue but the way its done is horrible. Its abstraction thats the problem. Also many so called programmers just use libraries that do all the work and don't do any of it themselves. Third issue is many programmers dont actully want to learn lower level languages like C and stick with slow languages like python and javascript
@Litepaw5 күн бұрын
When engines became something ready-made, the quality of games just DROPPED. All games look the same, everyone says "ooo the graphics are so good!" But I think they're just the same shit packaged differently. And all they care about is political virtue signaling and microtransactions. I'm just waiting for Ubisoft to be the first domino to fall, then Bethesda. Then the whole antiquated system will (hopefully) fall.
@rezarfar5 күн бұрын
Bethesda are owned by Microsoft now, they won't be going anywhere until Elder Scrolls 6 drops and their existence is really dependent on that game being a success or not. Ubisoft are not doing great but they have a lot of strong IPs that won't be going anywhere anytime soon, they'll likely get purchased before they go bust.
@Linkdouble0zero5 күн бұрын
The world is better with pre-made engines than without them. However it absolutely fosters stagnation and poor practices.
@raitoiro5 күн бұрын
Lol, yes the use of ready-made engines is definitely what's gonna kill Ubisoft and Bethesda, 2 dev known for their in-house engine.
@jrd335 күн бұрын
Same thing has happened to the mainstream music, tv and film industries. Everything looks and sounds the same because it is produced in the same way to the same "professional" standard.
@BMac4205 күн бұрын
Ubisoft makes same games but at least it’s not ue5
@dawienel11424 күн бұрын
We need to pivot back to how things were made in 2011-2015 This is where I play most of my games anyway.
@Omnicypher0013 күн бұрын
UE5 can still make games like that. Just Enable Forward Shading. You can't use many dynamic lights, but you get better transparency and aliasing options.
@RoboGlitchGames23 сағат бұрын
One of the biggest reasons a lot of studios are moving to UE5 is because yes it does allow for the creation and implementation of somewhat high quality visual games but at much cheaper cost. However, I don't think it's because devs are "lazy".. I think it's more to do with the fact that games are no longer made just for the experience but they are made for the shareholders who have invested into these projects. Most shareholders who invest in games these days are looking for a quick return on their investment, so are usually not willing to wait more than 3-4 years for that return. Because of these high budget games that have the need for these investors, the gaming industry has taken a turn for what I like to call The Ultimate Profit System. Games are no longer about the mechanics or the gameplay shelf as they as they once were, as this video explains. Games are all about the graphical fidelity at the cost of pretty much everything else and UE5 allows for that to happen. Don't get me wrong, I like some of the features that UE5 offers but I also agree that what this video discusses is prevalent to why the gaming industry is on a downfall. TAA has been used for over 20 years but it was a secondary render system that allowed for fixtures of smaller details that were difficult to resolve in post-engine processing, where as now it is used to resolve majority of issues for the lack of the real-time needed to make quality assets for any digital 3D medium these days. It's awful and it is not something that is going to be resolved any time soon because of the way current dev cycles mixed with shareholder greed and need for fast returns is bombarding the industry. Sad times indeed.
@jdw1595 күн бұрын
When I graduated with my game art bachelor's degree I specialized my portfolio to show that I was good at making LOD models or level of detail models. Basically everyone including people in the industry were like why did you bother doing that for your portfolio? The level of detail models are the things that pop in and out reducing the polygon count and other effects so that that way when there further away from the camera they don't need to use as much rendering power. My argument was that future games were going to need a tremendous amount more as we flex the muscles of future computers and game consoles. I didn't end up in the game industry but I'm not surprised at all to hear that they would rather use cheap tricks than actually put in the work of making a bunch of assets no one actually sees near the camera since that really wasn't even respected back in the day It was just a necessary evil and not really a craft to master.
@M_CFV5 күн бұрын
I hate LOD pop in, especially UE5 where its so insanely common. Seing a pebble appear by my feet, 2 feet away, while im running in jedi survivor pisses me off. Now multiple that by 100 pebbles. I veey much appreciate your attention to detail for LODs cause they do matter, and pop in for them should never be a thing
@Narko_Marko5 күн бұрын
In the past I thought lover poly models were made automatically by scaling down a model or something. Now I see why newer games suffer so much from pop in.
@Robert_D_Mercer5 күн бұрын
Homie, I would be 100% on your team. Even as a teen I was putting out mods/hacks for games that was stage/envirnomental elements while all other modders were porting in characters. Like dude, Art and background stuff matters, WoW classic did these lod tricks well. u can easily see them today when u look at vanilla. Its maddening to think with improvements, stuff like this will disappear. Are you crazy?
@francestaylor91565 күн бұрын
There’s a whole modding part of gaming that is all about updating the details and textures for games. All the best Skyrim mods were to update the textures for regular things in the game. Made the game much nicer to play. It wasn’t even that intense to load in the game. Artists were just smart about how they drew things on the image and texture packs.
@moontreecollective67185 күн бұрын
In the next 2-4 years AI will be able to auto generate LOD models anyway… they still might not use that, but it’s really not a hard task for AI
@realhet6 күн бұрын
There is no consumer hardware nowadays to actually calculate the current hypes: raytrace and 4K. So they go DOWN with the internal resolution and do dirty tricks to imitate the high resolution from that. Back then it was the opposite: The display was only 1000-2000 pixels in size, the math were simples (no raytrace), so they was able to go UP with the internal resolution, and with that extra data, they was able to use mathematically perfect antialiasing methods, that looked nice, and also stable in time. As the NVidia CEO said recently, "we're now generating 30 pixels and only one pixel is real". This is where it goes: We have huge amounts of pixels on screen (4K), but 96% of those are just unstable hallucinations, not the actual, computationally heavy math...
@randybobandy98285 күн бұрын
He wasn't even talking about dlss or fsr in the video much, more or less the terrible taa that is destroying image quality. In 2017 I was playing most new games native 4k at 60fps with a 1080ti... Now you can only do that with dlss, devs are dog shot now
@TheReferrer725 күн бұрын
You do know that computer games graphics has always been dirty tricks, go find out how shadows are done without Ray tracing.
@koktszfung5 күн бұрын
It’s not hallucinations if it is convincing enough, if it works it works, but the problem is that it’s not convincing enough
@koktszfung5 күн бұрын
@@randybobandy9828 if the devs can get away with doing absolutely nothing to optimise their game, they will eventually be forced to do so by the industry where others devs are already doing the same thing
@liwojenkins5 күн бұрын
@@TheReferrer72 There is a good video on one of the big breakthroughs way back in the day being the use of transformational triangles for terrain. It's all triangles, not a rock or cliff in sight, but you think it is. Beautiful stuff.
@TheGamebreaker12345 күн бұрын
i like how we are going backwards in the last 6 or 7 years with graphics. lower fps, everything looks fake and games look blurry. meanwhile gpus double in price and increase in power constantly
5 күн бұрын
the gpu are having to make up for the shit performance of the cpu, but thats because the game dev team hires 58 artists, 3 programmers and zero engineers. The engineer was supposed to design the back end to match the scale of the game design. Instead they make endless art assets and then ask some poor shmuck 3 years into development to fix the fps response times with no back end to work with or a single core OPP design pattern. Its killed countless games. The cpu cants process the higher end graphics to feed the render pipeline while maintaining the physics, positions, chunk load, culling calculations and ai at the same time. In some cases the needed data for the render pipeline alone is equal to the throughput of an entire single core. But they are running everything else on the same core. Every single thing they add after that point is fps loss because it cant process the data in time to maintain a 16ms response time = to 60 fps. Every feature, every animation, every npc interactions all becomes lag instead of a novel concept and fun event in a game. This is where they start chopping the model dimensions, polygon complexity, model rigidity and general texture resolutions to try to maintain their fps and then use TAA to make up for it. Irony being TAA also requires MORE cpu processing so they lose more fps again.
@honkhonk80095 күн бұрын
Yep. BO6 looks substantially worse than Cold War, but somehow runs worse.
@rsmith81134 күн бұрын
I just played Black Ops 6 on the Series X and made me realise that UE5 is a complete ripoff 90% of the time. That game looks great and runs smoothly.
@rsmith81134 күн бұрын
@@honkhonk8009for me it was the opposite at least on console.
@JudgeDrey2 күн бұрын
I feel SO fortunate to have experienced the best eras of gaming. When you had to use your damn imagination to fill in the blanks, which made things so much better, and the gameplay was top of the line! The entire premise of Silent Hills success was it's limitations with current hardware. Those limitations bumped that game from 10/10 to MASTERPIECE.
@Kaarzah6 күн бұрын
Which is why games like PoE2 from a small indie company in the ass end of nowhere (New Zealand) sold over 1 million early access keys for a niche ARPG game. People want good games from developers that don't take the piss.
@berkekaradag14106 күн бұрын
GGG is not a small indie company. They owned by Tencent and Jonathan himself said that they are somewhere between AA and AAA. What you said was right tho. If game is good it doesn't matter its AAA or indie. A Good game is a good game. Thats it. Also selling over 1 million keys for EA is still amazing for GGG
@Kaarzah6 күн бұрын
@@berkekaradag1410 In comparison to the ones churning out slop currently they are small, which also goes to show its not the bank balance that determines the quality its whether or not they give a shit about what they are creating and I think with many studios like EA, Ubisoft, Bethesda or even Blizzard they stopping caring about making good games a long time ago. As for this video itself, Black Myth Wukong was made in UE5 and absolutely blows the rest away.
@ThePC0076 күн бұрын
PoE2’s developer literally came up with Radiance Cascades, a novel GI method, to make sure the game runs fast. He’s the GOAT.
@Kaarzah6 күн бұрын
@@ThePC007 Alexander is indeed the GOAT, his GDC talks and Dev panels from Exilecon are fantastic if you're into the technical aspect of game dev.
@MrRafagigapr5 күн бұрын
i think you cannot make a groundbreaking game withouth a groundbreaking engine
@praisetheoak5 күн бұрын
Man, Phantom Pain still looks gorgeous and you can run it on a toaster.
@Foogi90005 күн бұрын
It's not my favorite MGS game (MGS2, my beloved) but hot damn was it a great game
@h_ymusicgroup50515 күн бұрын
Hell yeah I've ran it on integrated graphics 1 gb
@DillaDawg884 күн бұрын
Best MGS Game
@Gryffon-r3x4 күн бұрын
True, ran it on gtx 550ti / i5 3570k xdd 1080p
@gameragodzilla3 күн бұрын
It was a shit game, though. Crappy Splinter Cell Blacklist clone in a barren Ubishit map. Kojima managed to out-Ubisoft Ubisoft. No wonder his game studio collapsed. lmao
@Schmidddyyy5 күн бұрын
I've been saying for years: When everything is Unreal, nothing is Unreal. The engine is bloated and running in the wrong direction entirely, relying on faking it til they make it. But they never seem to make it.
@hbsharkman5 күн бұрын
Yeah, even their path tracing is fake
@ryanthompson37375 күн бұрын
@@hbsharkman If they did real path tracing, no computer would be able to run the game. Real path tracing doesn't even really work in real time... it can ONLY be done for renders, usually for movies or videos. Yall complain about it not being efficient on hardware and then complain that you don't get to use features that would tank your fps to 1. Pick an argument and stick to it... you guys want to have the cake and eat it too. It's either you fake it to make it easier on your hardware, or it you do it for real and nobody gets to play your game.
@Alina_the_Hedgehog4 күн бұрын
Most UE5 games I've seen (usually in streams and let's plays) seemes more like walking simulators than anything else. But despite looking like walking simulators, the devs didn't seem to even know what is the right direction for the game!
@iz58083 күн бұрын
All games is smoke and mirrors, almost everything in graphics is imitation. The problem with unreal is it's a garbage engine.
@poorsoul849211 сағат бұрын
The problem is “ good game Play” is aggressively opinionated. Good graphics is quite a bit more objective, but still has some subjective applications . I love Nintendo for their gameplay, but especially in recent years I have deeply hated their graphics and at $60. It is a nightmare given that I would be leaning into Nintendo over other games and companies if it wasn’t for absolutely horrendous price tags. This has put me in a bit more of an indie category over the years which by irony has saved me a lot of money the PC hardware department, but I have definitely wished to See more graphic Fidelity, in which case to be completely honest, I am quite difficult to please. In short in my opinion, it takes a bit of everything to make a truly good game.
@theohallenius88826 күн бұрын
I always hated this smearing effect in UE5, it's everywhere, in shadows, in motion, now in lighting too. Maybe enough of cheap optimization workarounds? They don't look that great, makes you feel dizzy when playing
@nickmajora5 күн бұрын
Bring back motion clarity to games. This is like a motion blur you can't turn off.
@Broodjemetbeleg5 күн бұрын
Unreal 5.5 fixes this
@imyarek5 күн бұрын
@@nickmajora This is a motion blur and you can turn it off, some developers probably just decided to not give that option.
@lethn29295 күн бұрын
@@imyarek It's 100% the developers and not the engine
@NeedlessEscape5 күн бұрын
@@Broodjemetbelegit doesn't fix anything when the effects depend on TAA
@jesustyronechrist23305 күн бұрын
14:35 This is really eye-opening to someone who knows how this stuff works: I never in a million years expected that people simply thought dogwater vaseline graphics was a "stylistic choice". But this explain SO MUCH why nobody cares or is talking about the bane that is TAA. I think raising more awareness for this problem is necessary. Also, I am like 70% sure that hiring in game studios leans heavily on "Can you use tool X" rather than "Can you program?" Most of the open positions also heavily lean towards "artists" rather than "programmers". I joke that Ubisoft has 3000 3D modellers and 3 coders because they need 3 million new assets for their next open world game and the 3 developers can't solve all the bugs. Also, something more controversial, if you check these DEI programs, the positions open are typically more "artistic" ones like 3D modelling or UI design. They really don't expect anybody to know how to code anymore except their lead devs they treat horribly because they're old white men or Asian. And that means the studios can't optimize games.
@jb89355 күн бұрын
The average guy is playing a game from across his living room, on his couch, with a beer in his hand, taking breaks every 15 min to check his phone and talk to family/roomates/wrangle kids/etc. They aren't going to notice much of this.
@imphonic5 күн бұрын
> Also, I am like 70% sure that hiring in game studios leans heavily on "Can you use tool X" rather than "Can you program?" That's the direction the entire software industry has been headed towards - not just video games. Many jobs have gone from actually engineering solutions to just gluing together APIs and libraries and hoping for the best, because nobody actually knows, wants to know, or wants to pay someone who knows, how to solve real problems anymore.
@周生生-f1f3 күн бұрын
@@imphonic tbf if you do have stuff that fits right into what you need it for then it's not a problem and is much more convenient/sane than reinventing wheels, but the problem is you need to really understand why this shit works/what do you really need but nowadays people are just using them without understanding them fully which leads to indecipherable messes
@CranyUm4 күн бұрын
30 frames on any dedicated gaming system that isn’t handheld in 2024 is ridiculous.
@Reelix3 күн бұрын
Remember how they managed to convince console gamers that 30FPS was "cinematic" ?
@mattseaton58323 күн бұрын
@@Reelix 24fps is cinematic and you get what you pay for. A $500 pile of crap is not a powerful machine.
@lulg.59313 күн бұрын
This is what's killing the spirit of video games today, The demand for "high FPS" is simply spoiling the hell out of you kids today what's wrong with 30 fps? Goddamn stat nerds ruined everything now
@Reelix3 күн бұрын
@@lulg.5931 What's wrong with 30FPS is the same thing that's wrong with 15FPS.
@syankha83293 күн бұрын
@@lulg.5931All i wish is to play in 60fps, nothing more nothing less. I don't need more than 60 fps to enjoy something, but i surely fucking lost it when a mid end setup from 2023 can't even run most games in 60+fps nowadays. I used to use a gtx 1050 ti laptop from 2015 to 2022, and that shit held up well. Upgrading my hardware isn't impactful as all hell with how shit games nowadays are with optimization and visual fidelity.
@whatisgoingonhere78962 күн бұрын
I just noticed this earlier today when playing Diablo 2 resurrected . Now we know why and how they doing all these remastered games.
@kroma59465 күн бұрын
As a graphics nerd and someone who probably has ocd when it comes to this stuff; this video nails everything on the dot. I have spent real life days tweaking and changing settings/mods on my three thousand dollar computer to play any game nowadays, only to have these games look slightly better/playable. Developers really got UE5 and all these new softwares just to abuse the shit out of them
@greenwendal50564 күн бұрын
UE5 is unstable, buggy, and laggy. Every game I've played that used it runs like crap and crashes frequently.
@Muhammad-Jacobs6995 күн бұрын
So modern game development has come down to just; - Oh, our graphics look bad? Just slap some TAA on it - Oh, our FPS is dropping? Just slap some DLSS frame gen on it - Oh, our costs are too high to turn a profit? Just slap some microtransactions on it
@masterpainter785 күн бұрын
Yup, needs more upvotes.
@Krisztian5HUN5 күн бұрын
yes!
@sfguzmani5 күн бұрын
Lol you really think AI frame gen is bad? LMAO
@areadenial23435 күн бұрын
@@sfguzmani Yes, and I'm tired of pretending it's not.
@propersod23905 күн бұрын
@@areadenial2343how is it bad? It lets you play games at higher framerates with cheaper hardware. Frame interpolation can literally double your fps
@kyru_art5 күн бұрын
This happens to me when I played MH Wilds Beta. It made me realize that more and more game devs/publishers are starting to not care about optimization or R&D on performance anymore and instead relies on open-source upscaling and frame gen techs for their baseline performance.
@leatherDarkhorse5 күн бұрын
:/ we get layoff so much, but we keep hearing they hiring dei for job, feels like they dont care bout the game but dei.
@Greez13375 күн бұрын
MHW had awful smearing and bad draw distance. RE engine is horribly tooled for open worlds and calculating physics and mass amoutns of NPC's. Worlds also had brutal texture quality and TAA smearing but being able to turn off volumetrics and super sample with no TAA helped a bit because it would at least run well.
@champ64365 күн бұрын
that beta had one of the worst TAA on grass and vegetation i had ever seen. i decided to play without any AA or FSR whatsoever just to have a clean image.
@AlexeyDyachenko5 күн бұрын
@@Greez1337 World wasn't built on RE, though. But Rise is, and it runs 200+ fps.
@aftermodesmusic74405 күн бұрын
@@Greez1337my guy it wasn't built on RE
@retro1x201Күн бұрын
I’ve always noticed the ghosting and it pisses me off to no end it’s a major issue with unreal 5 which is part of the reason why I hate playing UE 5 games
@MarcioSilva-vf5wk6 күн бұрын
All the new UE5 features, such as Nanite and Lumen, seem more suited for film rather than games. This engine also includes a powerful built-in movie editor that is more intuitive than those of major market players. However, all these features can be disabled, giving you the option to use traditional methods like baked lighting, cascade shadow maps and MSAA. The issue is that Unreal makes it too easy for anyone to create anything, leading to a tendency to rely on the standard configuration.
@MrPezsgess5 күн бұрын
I use UE 5 and yes. It's much easier to just enable Lumen and your work is done here. Why would any game company go yeah let's bake the light and shadows etc. Do 10 to 50 times as work just to make the game 2 times better performing when you can just slap Fsr and DLSS for free for 3 times performance.
@EmberQuill5 күн бұрын
This actually makes a lot of sense. UE5 has been used in hundreds of shows and movies and its popularity in that field is still rising. They're probably getting huge amounts of money from Disney since UE5 is used to render scenes on the Volume in most of their live-action shows. I wouldn't be surprised if they're chasing more of that film industry money and game studios are getting dragged along for the ride.
@averageyoutubehandle4975 күн бұрын
lumen has its uses in games, like for dynamic stuff and all. nanite i think is for renders and movies more than games but sometimes can find its uses like maybe vegetation. but in general yeah using lumen for ALL of your game is dumb and using nanite as a full solution to all performance issues is too.
@jcdentonunatco5 күн бұрын
@@MrPezsgess baking lighting is pretty fast these days, it can be done on a gpu. I can bake every level in my project in an afternoon to a very high quality.
@MrPezsgess5 күн бұрын
@@jcdentonunatco I used baked lighting. Yeah but enabling Lumen is faster right?
@mostpolitebot14645 күн бұрын
It's because visuals are easier to sell to the investors who knows nothing about games and don't care enough to to learn what they're trying to sell
@Barbarossa975 күн бұрын
Wrong. They don't use visuals they use Screenshots because moving around would show how terrible modern dei infested games look
@RuneMod5 күн бұрын
@@Barbarossa97 In some cases you could use supersampling for a demo video, thatd make things crisp. Youd need a powerful pc to do that in realtime though.
@Dinomimeify6 күн бұрын
9:02 "You know, I'm something of an autist myself."
@targa3285 күн бұрын
This should be pinned man. Just saying. There's so many of us down here 😂
@obiitomКүн бұрын
i just noticed that when you watch a video from a channel you're not subscribed to, if someone says subscribe during the video the subscribe button illuminates a red ring.
@yak-machining5 күн бұрын
No wonder why stalker 2 has these graphical artifacts
@gborge27405 күн бұрын
Stalker has very nice graphics and also the worst iv ever seen. Every issue listed stalker has hahaha
@yak-machining5 күн бұрын
@gborge2740 First I thought it was because of ray tracing, then I thought it was because of the radiation in the game and finally I got smarter
@Foogi90005 күн бұрын
It's just the Zone comrade
@PsyHoGKVisual5 күн бұрын
Stalker can literally down own minimal video requirments to 1063just switch of virtual shadows and Lumen features and 1650 Super can stream it in 20-80 fps.
@socks24413 күн бұрын
@@PsyHoGKVisual how. but also, if they never created baked ligthing or optimized the game. turning off things like lumen will look horrible. personally i do not like lumen and would prefer they used more traditional methods.
@animeleek6 күн бұрын
as a dev . rule of thumb is ...Don't use Narnite ..it doesn't work with transparency
@Helgrind445 күн бұрын
You can disable it for assets with transparency
@animeleek5 күн бұрын
@ it still rips the performance hard
@verendale17895 күн бұрын
Nanite doesnt work with Foliage well at all, pita. And in general the Overhead is only "worth it" if you have like billions of polys on screen....Which is for Hollywood not games. Having like a 2 million triangle rock or like a 500k tris Fence is fkin dumb/lazy. If you just have a normal 5-15k mesh with baked Normals for environment stuff (as every dev should) then nanite becomes nowhere near worth it.
@Helgrind445 күн бұрын
@@animeleek Really depends on your use case. I agree that you shouldn't automatically use it, but just like everything in gamedev, you have to think if it's the right tool for your use case.
@Mordinel5 күн бұрын
Hierarchical LODs aka Meshlets aka Nanite tm _is_ useful for certain models with complex geometry that has a lot of overdraw (where occlusion culling cannot already benefit it) and you will get performance gains by applying it to them, but for the vast majority of geometry that is not causing overdraw, it is completely useless.
@asmodyan5 күн бұрын
So basically: When the money became the priority, things got worse. Remember when games where create with passion and a legitimate desire, and the money was just a consequence.
@evannarendraangragani75085 күн бұрын
indie is the answer to that.. big studios have to please the shareholders, not the gamers/consumers..
@yipperdeyip5 күн бұрын
When these games keep flopping, something's gonna change eventually. Just like the woke list of games, there's gonna be an Unreal 5 list of games to avoid.
@4.0.45 күн бұрын
Games were made for money. They were good. Your favorite 90s-2000s games were made to turn a profit. Now, they're made to push The Message(tm).
@PLKinka5 күн бұрын
@@4.0.4my favorite games bankrupted company or almost did it. Vampire or arcanum weren’t even finished when launched because money run out.
@kylemenos5 күн бұрын
It's that lies are acceptable now by industry standard.
@Nickmacpaddywhack2 күн бұрын
Yeah... I've known that TAA sucks for years. It makes everything look slightly smeared. It's super ugly. I dont use it at all on PC games. I'd rather have no antialiasing at all than have to use TAA.
@HighTher33 күн бұрын
Ugh, graphics being as realistic as possible isn't objectively "good" and less realistic graphics aren't objectively "bad".
@slynt_2 күн бұрын
No, that's true, but reliance on TAA is holding back true photorealism as well. Nobody wins except cost-cutting companies.
@SleeperJoe20242 күн бұрын
Like he said gameplay is ultimately the most important aspect of any game. If a game is boring or unengaging it doesn’t matter how pretty it is. I would argue though that graphics have plateaued (especially on consoles) whilst gameplay and story/writing has declined generally speaking, and not much is being done to evolve sadly.
@RonJeremy5142 күн бұрын
@@SleeperJoe2024 Gameplay is important as graphics. I would say 70/30 in that kind of ratio, 30% which is still not nothing but that's my opinion and my perception of it. As long as you don't go full Crytek with Crysis 2 and 3 "Let's make 0 interesting gameplay and 100% graphics."
@jonah111112 күн бұрын
even if it's retro I want 4k.
@SleeperJoe20242 күн бұрын
@ Graphics and performance especially are obviously important, but like you said yourself gameplay is the most important aspect of a game. The game looking pretty will only be interesting for 5 minutes if you don’t enjoy playing it.
@monotypical_6 күн бұрын
This has honestly been a problem way before unreal engine was released. Game developers put too into the realism instead of artstyle and at times even neglect color theory. Making a lot of games not really look unique. It isn’t a engine thing
@andregon43665 күн бұрын
I think that problem grew around the time of Fallout 3, where the trend of post apocalyptic games started. There were plenty of complaints back then about games being dominated by shades of browns and greys.
5 күн бұрын
Movies look all the same for the most part... it's not the center of a game...
@jprice_5 күн бұрын
Using per frame rendering instead of baking static stuff for better quality and more efficient stuff is standarized by unreal. It is an engine thing. That's why nobody uses unreal on mobile. It's unusable on mobile.
@italianspiderman50125 күн бұрын
Completely disagree. A lot of good films look unique, have different art style, are shot differently, different lighting, cinematography an so on. Lotr looks nothing like ring’s of power, public enemy looks nothing like joker etc.
@Bourinos025 күн бұрын
This isn't the point of the video though, that's only a tiny part of the problem. The main issue is that UE team is selling an engine with tech that make their game run like shit because it's not using the decades of optimization tricks devs learned along the way. And of course large companies will prefer 1 click buttons to paying people to do the job. Which is why we have so many blurry games these days. This is basically the ugly grey filter from 2008 coming back but 10 folds because now games are not only blurry but also absolutely trashing FPS.
@varvarith30905 күн бұрын
13:56 Over 80% of game's budget is spent on marketing. When you pay for game you pay for ads.
@zacate903Күн бұрын
glad to see Threat Interactive getting recognition for his hard work
@madned5 күн бұрын
25:52 his message is that because unreal is built for fortnite and will become the dominant engine it will propagate the inefficient design choices as Standard (across all unreal games). actually i take that back. It's implied inefficiency will become standard across all games as the developers trained under unreal propagate.
@dannyboy321256 күн бұрын
It really is killing indie games they look good in still frames but once it moves and you have to use upscaling and framegen with medium settings you start to see through the cracks.
@JohnnyTheCache4 күн бұрын
graphics peaked in 2014... but even worse look at graphics card prices now
@alvinamana14593 күн бұрын
False that's like Witcher 3 games after that still look far better
@AphoticMafia2 күн бұрын
the problem is, they dont optimize games like back in the day. The devs rely on you using Dlss/frame gen and fsr tools to cover up for their slacking on optimization
@KitsuneFyora5 күн бұрын
100% thought the smearing was a problem on my end. Didn't realize the rabbit hole was way deeper than that
@Heinrick1926 күн бұрын
A lot of games hide behind frame generation and DLSS to pad their shoddy, baseline graphics and performance. For as much as I like Stalker 2, it is clear they used it as a crutch.
@GruntoSkunko6 күн бұрын
Ark: Survival Ascended uses UE5 and runs horribly.
@slakk50936 күн бұрын
Yup, as much as I love remnant 2 but they used dlss as a crutch bigtime
@RuecianGray5 күн бұрын
@@slakk5093 Exactly what i wanted to say. Remnant 2 ran like ass and they just threw in DLSS to compensate instead of optimizing the game. Baldur's Gate 3 has the same issue. Excellent games, but held back by horrible dependencies on crutches to make the game playable on anything other than brand new hardware. And there is no reason for it. Neither of these games have graphics so intense that it SHOULD require nearly brand new hardware to play it.
@RuecianGray5 күн бұрын
@@GruntoSkunko It runs horribly but i would argue it DOES run better than the previous version, at least. It's still not great, though.
@troglodjeeta5 күн бұрын
@@RuecianGrayMan. I'll have to disagree. I can consistently get 60fps on a GTX 1660 paired with a i7 780. Fifteen years old hardware. Sure. I can't play with all settings on max but the fact that I can run it smoothly when other games don't even let me open them because my CPU is old... Yeah, I'll have to politely disagree.
@herpderp16624 күн бұрын
now that you u know all this, you will feel even less sorry for the devs when they make a shit product, then call you racist for not liking it. Knowing they put a LOT LESS effort into the game than people did 10, or even 20 years ago.
@Skylancer7273 күн бұрын
Well it's the whole reason the industry moved to UE5, because it's easy to just turn on a preset feature and leave it at that. Plus game development has always been getting easier. Think how hard it was for people making Sonic the Hedgehog programming in Sonic to have physics and slopes with sprites. They had to make a full mathmatical model just for it to work and then they still programmed in things like foreground and background effects, making transitions where the character switches planes they're on, etc. I'll never laugh at devs for being lazy, and that's not even what the video is about. He was saying how the industry is relying on features of newer engines that are inherently flawed and nobody is doing anything about it. TAA is a feature with many flawed yet many effects in Unreal Engine are programmed to rely on it to look good. Instead of effects being natively rendered full resolution, they're dithered expecting TAA to fix it. He even said in the video this isn't the fault of the devs as they shouldn't be expected to fix the flaws inherenet to the engine. He also made another video showing that the preset for TAA in UE5 can actually be modified to be better, but most devs aren't experts in modifying the engine. That's why he said his project is to make a new engine to fix the main flaws of UE5.
@herpderp16623 күн бұрын
I stand by what I said. Agree to disagree. I hold no obligation to shill for someone who is supposed to make the best product possible for me. Who then calls me a terrible person for not buying when they produce LITERAL GARBAGE. And then have the balls to cry for sympathy about how tough their job is when its heen getting consistently easier, and more papmered for years. Not to mention its an industry born of excess, not neccessity. If it went away tomorrow, the only impact it would have is a bunch of 14 year olds, and 40 year olds in mums basement would scream at the sky like the 2016 trump meme, and have to find another hobby. So get lost with the rationalizing it, tldnr.
@ElledollarКүн бұрын
Thankfully we have gta6 coming and it will make us busy for the next 10 15 years
@blightning14765 күн бұрын
The brightening over time mentioned at 24:45 is actually auto exposure, a default setting in new unreal projects. It's as easy as ticking off a checkbox to deactivate that. First thing I do in every new project.
@tinkerman-q5 күн бұрын
It's simulated pupil dilation 😂
@janisir45294 күн бұрын
Of all the things why do you have an issue with that?!
@DagobertX24 күн бұрын
Also you can drop a post process volume actor and adjust it there.
@nickmajora6 күн бұрын
The guy in the video saying that games were being made with slower gameplay because of these graphical issues is one of the most effed up things I've heard about modern gaming.
@Dragonfury30005 күн бұрын
That explains why fast gameplay games are not made with high details in mind
@fosphor89205 күн бұрын
But wait, there's more!
@treedoor5 күн бұрын
This has been a trend going on since the 360/PS3 days. During that era, a lot of game series which had originally been made on the PC in the 90s-early 2000s were now being targeted to the consoles. Many games suffered drastic drops not only in visual fidelity, but also the gameplay as it became slower and more "horizontal", trying to focus your character/camera down tight corridors instead of open worlds.
@Dullahan34705 күн бұрын
It’s not just graphics but also CPU, input method, framerate etc. They were making games to be played on a controller with a potato CPU at 30 FPS an instead of PC and that directly resulted in massive changes to how games were designed and played. What is happening now is worse - they rely on illusions. A common one is “sprinting” on most games doesn’t actually increase your speed much. It relies on optical illusion of the narrowed field of view, blur and animation speed to trick your brain into thinking you are moving much faster.
@ConceptNull5 күн бұрын
@@Dullahan3470 Damn this point about running made me have existential crisis 😂😂
@rplewis5 күн бұрын
Yes, TAA isn't very good. No, it isn't Unreal Engine's fault. The problem is management and executive decisions at game studios.
@Galathea0005 күн бұрын
Nah, it is an unreal problem. Epic have built the engine with TAA in mind. Dozens of features are implemented with the assumption that TAA is on. Once it's off, pretty much all rendering falls apart. They have been committed to TAA for years now. Other AAA engines are doing the same, so it's not just unreal.
@PiKangNa5 күн бұрын
@@Galathea000because publisher and big studio ASKED for it. Unreal featuring what studio want. Unity would do the same if people asked for it but most unity dev do stylised art so they dont need it.
@vasilyordanov86412 күн бұрын
To make a long story short. Epic is building UE under the presumption that everyone will make fully destructible maps, or at least everyone wants to have a per-frame compute of everything in the scene. That means that every shadow, every lighting, and every texture HAS TO BE rendered per frame because you don't know ahead of time WHEN you'll need to have a shadow and when the wall will be destroyed and no shadow will be needed. That means that for 95% of games where you have a house and you can't blow up the house and there's a lamp on the ceiling, you can have easier ways to render lights and shadows that don't require nearly as much computing power. In turn, you can have 60-100 fps for the same quality rather than 30. But because they baked in so much compute burden into the engine they have to reduce quality to keep games playable. That's why they have to do shit like TAA and upscaling to solve the quality issue and have some sort of ok looking thing that can be playable and it requires 3 times the VRAM and takes up 10 times as much Disk space. Meaning: 1. You start from the wrong premise that realistic games mean per-frame rendering of everything. 2. You ruin quality because you create unnecessary computing burden. 3. You solve the quality issue by implementing ugly solutions and hope people will overlook the side effects. And voala you have a shit product that creates shit games that don't run as good as they should, but everyone uses your product because it's been so long on the market and was one of the 1st to be there it kinda became industry standard.