Threat Interactive: Dead Space optimization is terrible and EA Motive sucks.... basically

I must live in blissful ignorance as I just replayed Dead Space Remake on PS5 2 weeks ago and it looked great to me and even the traversal stuttering didn't bother me too much. Same for the PC version I played a couple years ago.
 
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I liked Dead Space Remake but yeah you had to do some annoying stuff on PC to get rid of the stutters, dont think consoles ever got fixed. THis channel needs more views from the industry.
 
On the one hand I though it looked pretty good and ran well on Ps5.

On the other hand when you consider Battlefront 2 ran at around 1080p and 60fps on a base Ps4 (and 1080p with max graphics at 60fps on a GTX1060) I'm just not that impressed with what Frostbite is doing this gen
 
Dead Space Remake is certainly a great game with an impressive visual upgrade but it is somewhat spoilt by the traversal stuttering, especially on PC where it seems to be a lot worse than it was on my PS5 Pro when I revisited the game on console during the summer.

This is a Frostbite game though, not Unreal Engine 5, so I was really surprised that it stuttered so badly on PC. What made this worse is that I read reports around the time of its release that the Frostbite engine was not suited to streaming and that the developers got extra help to optimise the engine to address this issue.

If that is true then they didn't do a very good job of it, did they, because the stuttering is still there on PC in just about every room you enter or exit, and I've even noticed some, albeit no way near as bad, on PS5 Pro. If you want to play this game and why wouldn't you, it's good, then I would recommend the console version over PC.
 
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If that is true then they didn't do a very good job of it, did they, because the stuttering is still there on PC in just about every room you enter or exit, and I've even noticed some, albeit no way near as bad, on PS5 Pro. If you want to play this game and why wouldn't you, it's good, then I would recommend the console version over PC.

Maybe you just need to download more VRAM.
 
Did not notice this on PS5 Pro. The game ran well. That said, it was a game I liked less then I did in my mind for some reason and that is pretty rare. Usually it is the opposite. I remember loving the OG.
 
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The guy initially was still sane and arguing in good faith but it went to shit pretty fast

He cannot take critique nor debunking from other experienced developers. He copyright claims any videos about him. He refuses to enter a public/livestream debate with developers. He basically started a grift from the fuckTAA material and even that subreddit is fed up with him and banned him. He's not thorough and when faced with facts, he denies everything with even more vigor and digs a deeper hole. Even his discord when they questionned some things he said he basically nuked the whole channel. He's "our guy" if you admire pussies.
 
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The guy initially was still sane and arguing in good faith but it went to shit pretty fast

He cannot take critique nor debunking from other experienced developers. He copyright claims any videos about him. He refuses to enter a public/livestream debate with developers. He basically started a grift from the fuckTAA material and even that subreddit is fed up with him and banned him. He's not thorough and when faced with facts, he denies everything with even more vigor and digs a deeper hole. Even his discord when they questionned some things he said he basically nuked the whole channel. He's "our guy" if you admire pussies.
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I must live in blissful ignorance as I just replayed Dead Space Remake on PS5 2 weeks ago and it looked great to me and even the traversal stuttering didn't bother me too much. Same for the PC version I played a couple years ago.
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Now granted these mostly happen in hubworld areas that you revisit. I didnt run into many of these while exploring the ship or during combat. Only when the game brought me back to these areas. Very similar to Jedi Survivor in that regard which ran beautiful until i got to that koboh town.
 

TI is literally JUST Kevin. Whenever TI speaks, the account on both twitter and youtube refers to Kevin in the 3rd person :messenger_tears_of_joy:

He's openly antagonistic to game developers, is NOT a graphics programmer, is running a grift where he seeks something like 900k in funding to hire graphics programmers (of which he'd get 1 or 2 of them for 1 or 2 years at that price point) to develop a "Blurless" Anti-Aliasing solution.

90% of his optimization "solutions" are to just do things with the old tried and true workflows while ignoring that major studios are trying to utilize the current, new tech instead of relying on stuff we used 10+ years ago.

Its absolutely a grift, he hasn't hired anyone as of now while the funding is open for a long time. He's got nothing to show, because he's alone and is not a graphic engineer. He's regurgitating information that anyone hanging around UE forums can find.

No studio is gonna branch out of UE5 for "Kevin's know it all 2014 tech with no TAA". What that dumbass fails to understand is that all his solutions are documented and shared around any graphic engines out there. Him doing the same thing with a branch of an engine would end up with the same unoptimization as other engines because he cannot force anyone to follow good practices and guidelines 🤷‍♂️

The rage-baiting, the jargon-flooding, the "everyone but me is incompetent", the send-me-money-for-an-unproven-solution: these are the exact same approaches flat-earther YouTubers use.

Stop posting this clown's videos.
 
TI is literally JUST Kevin. Whenever TI speaks, the account on both twitter and youtube refers to Kevin in the 3rd person :messenger_tears_of_joy:

He's openly antagonistic to game developers, is NOT a graphics programmer, is running a grift where he seeks something like 900k in funding to hire graphics programmers (of which he'd get 1 or 2 of them for 1 or 2 years at that price point) to develop a "Blurless" Anti-Aliasing solution.

90% of his optimization "solutions" are to just do things with the old tried and true workflows while ignoring that major studios are trying to utilize the current, new tech instead of relying on stuff we used 10+ years ago.

Its absolutely a grift, he hasn't hired anyone as of now while the funding is open for a long time. He's got nothing to show, because he's alone and is not a graphic engineer. He's regurgitating information that anyone hanging around UE forums can find.

No studio is gonna branch out of UE5 for "Kevin's know it all 2014 tech with no TAA". What that dumbass fails to understand is that all his solutions are documented and shared around any graphic engines out there. Him doing the same thing with a branch of an engine would end up with the same unoptimization as other engines because he cannot force anyone to follow good practices and guidelines 🤷‍♂️

The rage-baiting, the jargon-flooding, the "everyone but me is incompetent", the send-me-money-for-an-unproven-solution: these are the exact same approaches flat-earther YouTubers use.

Stop posting this clown's videos.
GrayChild GrayChild you got the msg?
 
It's still peak comedy that the guy who was responsible for Dead Space left EA because EA didn't want to do anymore Dead Space. So he left and founded a studio to make a game like Dead Space (The Callisto Protocol) only then to witness EA make a Dead Space remake, which turned out to be far better than his actual own game.

I wonder if he has stopped seething yet.
 
TI is literally JUST Kevin. Whenever TI speaks, the account on both twitter and youtube refers to Kevin in the 3rd person :messenger_tears_of_joy:

He's openly antagonistic to game developers, is NOT a graphics programmer, is running a grift where he seeks something like 900k in funding to hire graphics programmers (of which he'd get 1 or 2 of them for 1 or 2 years at that price point) to develop a "Blurless" Anti-Aliasing solution.

90% of his optimization "solutions" are to just do things with the old tried and true workflows while ignoring that major studios are trying to utilize the current, new tech instead of relying on stuff we used 10+ years ago.

Its absolutely a grift, he hasn't hired anyone as of now while the funding is open for a long time. He's got nothing to show, because he's alone and is not a graphic engineer. He's regurgitating information that anyone hanging around UE forums can find.

No studio is gonna branch out of UE5 for "Kevin's know it all 2014 tech with no TAA". What that dumbass fails to understand is that all his solutions are documented and shared around any graphic engines out there. Him doing the same thing with a branch of an engine would end up with the same unoptimization as other engines because he cannot force anyone to follow good practices and guidelines 🤷‍♂️

The rage-baiting, the jargon-flooding, the "everyone but me is incompetent", the send-me-money-for-an-unproven-solution: these are the exact same approaches flat-earther YouTubers use.

Stop posting this clown's videos.
People that love him are the same UE5 haters that want every game to be the same PS4 gen rasterised tried and tested tech and any advancement is negative because it negatively affects performance (fucking duh). No wonder Sony first party games haven't been the technical powerhouses they once were when people seem to now openly celebrate new games with outdated engines with simple probes for lighting etc
 
Oh yea, the dude from the internet that checks something in-engine for 2 hours and knows better than all those developers at all those multi million dollar companies that worked for 5/6 years on those high budget projects.

The keyboard warrior personified.
 
buggy loop have been hating this guy since the fucking beginning and now he saying that the guy was "sane", for fuck sake, the only insane people is those who defend this shitshow of industry, even if in disguised way
 
On the other hand when you consider Battlefront 2 ran at around 1080p and 60fps on a base Ps4 (and 1080p with max graphics at 60fps on a GTX1060) I'm just not that impressed with what Frostbite is doing this gen

Eh, go back and play Battlefront 2, particularly the Campaign. I see this game used often as a case of how graphics peaked and then declined (which you're not really doing, but go with me for a sec,) and from screenshots and YT videos, I always trusted that point. However, I finally got around to playing the actual game recently, and was kind of stunned by how "last gen" the graphics seemed to me in action.

To me it serves as an example of early use of photogrammetry in full scale on a game, where the models can't match the quality of the texture data and the scale isn't held and the lighting is rigidly baked, so you get this effect of the world looking like extremely realistic artwork painted on a stage set; like the environment is supposed to be a huge landscape but feels like an enclosed park. Rather than immersion, I had this sense of claustrophobia and acute uncanny valley awareness.

Don't get me wrong, both EA Battlefronts are gorgeously designed (especially for their day), and in multiplayer in particular (which I never dug into) I figure the feeling I had gets wiped away quickly, if you even experience it at all.

But to me, BF2 was the clearest example I've ever played that there are limits being reached and unbreached with older graphical tech (even when utilizing modern enhancements such as photogrammetry,) and that in direct opposition to ideas people like Threat Interactive have about newfangled technology being a total waste, there must be a push to innovate and adopt future tech because we're hitting that wall.

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Eh, go back and play Battlefront 2, particularly the Campaign. I see this game used often as a case of how graphics peaked and then declined (which you're not really doing, but go with me for a sec,) and from screenshots and YT videos, I always trusted that point. However, I finally got around to playing the actual game recently, and was kind of stunned by how "last gen" the graphics seemed to me in action.

To me it serves as an example of early use of photogrammetry in full scale on a game, where the models can't match the quality of the texture data and the scale isn't held and the lighting is rigidly baked, so you get this effect of the world looking like extremely realistic artwork painted on a stage set; like the environment is supposed to be a huge landscape but feels like an enclosed park. Rather than immersion, I had this sense of claustrophobia and acute uncanny valley awareness.

Don't get me wrong, both EA Battlefronts are gorgeously designed (especially for their day), and in multiplayer in particular (which I never dug into) I figure the feeling I had gets wiped away quickly, if you even experience it at all.

But to me, BF2 was the clearest example I've ever played that there are limits being reached and unbreached with older graphical tech (even when utilizing modern enhancements such as photogrammetry,) and that in direct opposition to ideas people like Threat Interactive have about newfangled technology being a total waste, there must be a push to innovate and adopt future tech because we're hitting that wall.

FBhIk5.jpg

IDK, I went back to it a few months ago when it suddenly got popular again, to play a few rounds with friends. And to me it stood out how good it still looked, specially in the context of a game that was already 60fps at decent resolutions on last gen machines . I didn't replay the campaign though, just the multiplayer.

Don't take me wrong, I'm not saying it looks as good as current games or that you can't tell it's a last gen game. But I do think it's a good example of diminishing returns.
Whenever I see modern game running at less than 1080p (sometimes as low as 720p), I rarely find the visual improvement over something like Battlefront 2 to be worth the sacrifice in IQ and performance.
 
GrayChild GrayChild you got the msg?
Yes.

- Phil Spencer is the sole savior of the entire industry.
- Everyone should copy Nintendo's physical distribution of empty cartridges.
- All AAA games should cost more or go full AI-generated.
- Alanah Pearce should be promoted as the game director of the next God of War.
 
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I think the optimization was a bit worse when it launched, I remember playing it on PS5 and the performance mode wasn't that smooth. I replayed it on XSX about a year later and felt much better in the same graphics mode. Besides there are a ton of (mostly UE5) games that perform worse. I'm currently playing Bloodlines 2 and the stutters on PS5 are pretty massive and annoying.

The remake itself was very good, pretty much all of the changes were for the better. I've finished the remake 4 times already (twice on both consoles) and I have fun every single time.
 
buggy loop have been hating this guy since the fucking beginning and now he saying that the guy was "sane", for fuck sake, the only insane people is those who defend this shitshow of industry, even if in disguised way

His TAA discussions were fine but copies of what was discussed over fuckTAA and he didn't bring new material for that. He didn't copyright claims actual devs because he was so unknown and his videos were so light that nobody cared.

He saw a grift materializing in front of him and went insane

You have to be special, like little school bus special to think that debunking TI means defending the industry or say that they're flawless. What kind of simplistic logic is that? I want facts, not grift material. I want someone who stands for his ideas and has the means to defend them and debate other devs, he doesn't do that, he doubles down when actual veterans debunk him and abuses the copyright claims on YouTube. Even shut down his channel on discord when his fan base asked too many questions. A fucking pussy. I'll never respect what he became.

There's actual developers who debunked him and it's raining, raining channels of graphic engineers making YouTube videos about how do to techniques, optimization and so on with respect. That go way way more technical than him as you would expect for that level of engine understanding. More importantly, not asking $900k for some stupid engine branch idea when it can be found in all good practices already of all popular engines.

Criticism of devs is legit and I have my share of it on this very forum. But not using facts is a big no no. No matter if you think it's cool to shit on industry, it has to be done with facts and not a tsunami of jargon dropped on imbeciles that clap their hands thinking they understand everything while devs are stupid. Again eerily similar to flat earthers.
 
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someone tested installing the game onto a micro sd card to limit the data transfer and the traversal stutter is mostly gone. So I moved my installation from nvme to a older sata ssd and played it for a few hours yesterday, seems to be mostly smooth. The game in DLAA at 4K 21:9 running at 120fps with smooth motion looks amazing, easily one of the best remake ever. Wish PC version support dualsense haptic.
 
His TAA discussions were fine but copies of what was discussed over fuckTAA and he didn't bring new material for that. He didn't copyright claims actual devs because he was so unknown and his videos were so light that nobody cared.

He saw a grift materializing in front of him and went insane

You have to be special, like little school bus special to think that debunking TI means defending the industry or say that they're flawless. What kind of simplistic logic is that? I want facts, not grift material. I want someone who stands for his ideas and has the means to defend them and debate other devs, he doesn't do that, he doubles down when actual veterans debunk him and abuses the copyright claims on YouTube. Even shut down his channel on discord when his fan base asked too many questions. A fucking pussy. I'll never respect what he became.

There's actual developers who debunked him and it's raining, raining channels of graphic engineers making YouTube videos about how do to techniques, optimization and so on with respect. That go way way more technical than him as you would expect for that level of engine understanding. More importantly, not asking $900k for some stupid engine branch idea when it can be found in all good practices already of all popular engines.

Criticism of devs is legit and I have my share of it on this very forum. But not using facts is a big no no. No matter if you think it's cool to shit on industry, it has to be done with facts and not a tsunami of jargon dropped on imbeciles that clap their hands thinking they understand everything while devs are stupid.
There was literally a dev from remedy saying on one of his videos comments that they will take in consideration what he was saying

I been reading this forum for a long time, you have been shiting on this guy since the beginning when he started to get famous, way before any of the things you acuse him of doing

I am not even saying that he's right but everywhere i see someone comment about him it's always hearsay or things unrelated, things like:

"he closed his discord server"

"he banned someone"

"He curse his mom"

Or talking about his aparence, i didn't see anyone even close to respond what he's been saying, by the contrary, when try they almost always end by saying "yes he's right but this is just they way things work now"

The fact is, there something obviously wrong when people who pay thousand dollars for the best hardware on the market can't play games that are at best a little better from what we had on last gen
 
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> Exposes Digital Foundry bafoonary
He can't expose shit. He didn't even know how PhysX was accelerated in UE until a developer explained it to him on Twitter. Even then he still tried to argue until he got clowned on.

His only content is outrage bait that morons love to lap up, because they really need to be upset about something. It's superficial knowledge wrapped up in faux outrage that offers zero solutions or considers anything about game development.
 
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