Kronark
Member
Do you understand the difference between making an engine and a team of hundreds using it to make a game with time and budget constraints?
Do you understand that games go through stages and there's a ton of pre-production planning / work that doesn't involve hundreds of people or burning piles of money? You can have teams of engineers working on engine features / tools / etc independent of your game or for your next game. You can have small dev teams prototyping before burning piles of money on content that just won't make it into the final product.
Better management and decision making can absolutely avoid waste and scope creep. I don't know why you think lighting money on fire has to be part of the process.
He's also wrong about almost all tech issues he's barking about in UE5. Check the reddit dev reply in my post. Read it if you have to.
Devs have called him out but he fake copyright claims them multiple times.
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The TI dude even has alts to reply to his own videos And he keeps talking in third person.
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Who's to say his youtube fanbase is even real at this point. You can even fake that.
I mean if you want to have this dude the saviour of graphics, by all means..
So no technical breakdown examples? Just a general go check reddit where I'll find devs saying "I'm a dev and this guy is full of shit" with no further clarification?
Also all this stuff about copyright strikes and bot accounts might make him a shitty person... Which sure I'll acknowledge? I don't like his general aggressive attitude. It doesn't make him wrong about devs prioritizing computationally expensive bullshit in their games though.
Remedy dev puts it on the table, nobody in a rendering team is making things to shit up performances.
TI criticized a lot Alan wake 2 for the non path tracing fallback, which is irrelevant. Remedy was trying to maximise visual fidelity FOR path tracing, their deal is with Epic on PC first. Remedy had to make a lot of sub-optimal decisions for the raster fallbacks on consoles. Expecting game devs to optimize for every possible graphic settings and still push fidelity is an almost impossible task. He doesn't understand this because he's never had to deal with this. He wants games to run on his 1060 and rages at anything with a ray bounce.
Alan wake 2 is still the best looking game of 2024 and is quite optimized for the fidelity of the graphics, geometry, instant scenery change and various tricks for the dark world AND path tracing. Do I have to remind peoples what visual fidelity we had for path tracing in games just a few years ago?
None of this matters to me... At the end of the day Alan Wake 2 runs like dog shit because Remedy tried to push fidelity so hard they backed themselves into a corner. That's all that matters.
Being the best looking game of 2023 doesn't matter when the frame rate dips to 30-40 while you're being attacked if you don't turn on DLSS, on a video card I paid $1200 for.. That experience feels like shit. I want developers to stop chasing frivolous technical details that don't matter and cut performance in half. Yes I will call this shit decision making.
We're going to spend hundreds of millions of dollars pushing fidelity so high that if you're a gamer on a budget you better not even think of trying to buy our product, btw help us the industry is sinking! It's fucking lunacy and there needs to be a counter movement telling technical devs fetishizing minor visual details to knock this shit off. We used to get sequels after 1-2 years. Look at how much shit came out during the PS2 / Gamecube era. Now you're lucky if you can get a sequel to game 7 years later and it only seems to be getting worse. Of course this shit is unsustainable but it's the devs and game directors who brought us here.
Nothing here is in the scale of downloading a megalight demo and tweaking settings in an engine made for public. You can even go and do that yourself.
Sure? And so could any dev... But they don't... And they keep making unoptimized games. So I'm not sure what your point is here?
His point with all that was that there was no reason that demo needed to run as badly as it did. He demonstrated that it could be optimized to perform multiple times faster while maintaining a visual quality with minor differences no customer would genuinely give a shit about or notice.
Look the core point I'm making is thats games used to be made faster, with smaller teams, smaller budgets, while selling far fewer copies and everyone enjoyed them. Sure to some extent inflation is going to drive wages up, there's obviously economic shifts that have to happen but I don't understand where this insane drive for fidelity is coming from. I keep being told it's the gamers who demand better but when I look I see millions and millions of people happily playing fortnite and minecraft without ray tracing. I see millions of people playing Stardew valley with it's pixel art. I don't buy this arguement that gamers demand fidelity. It's artists and tech devs pushing this shit internally or to some extent video card manufacturers and console makers because they need you to buy the next box. It's cancer to the industry. It feels like these so called gamers demanding fidelity are the exclusive few 5090 owners and everyone else can suffer with blurry DLSS / and frame gen latency.
We're at a point now where visual gains are so minimal that art direction matters 10x more than visual fidelity on the lighting engine and yet I have "professional" developers out here telling me games just can't run like they used to. It's horse shit that they're feeding you. I don't give a shit about 16k by 16k textures on every surface, I don't care about the pores being visible on character's faces. None of that shit is FUN. None of it makes games more FUN. All the horse power wasted on high fidelity bullshit could be driving larger more dynamic worlds.
Instead we're worried that a sphere looks slightly more realistic because of a splashed light source on the left side. Isn't that fun? Are you having fun? That'll be $2000 for your 5090 btw.
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