mckmas8808
Mckmaster uses MasterCard to buy Slave drives
"THEY" are trying to silence me. Stop them by contributing just $5/month to my patreon!!
Fucking outrage culture man
No way he says this. Please tell me he doesn't say this......
"THEY" are trying to silence me. Stop them by contributing just $5/month to my patreon!!
Fucking outrage culture man
Harbor Freight, Walmart, TEMU, Ali Express, etc etc etc. There is a large market for people that want good enough knockoff junk that will last just long enough at dirt cheap prices, so it's 100% a business model that works....no one in the world would accept sub par products and service in a retail store for example, the store would go out of buisness.
Well, quality over quantity any day. And AAA devs with tens or even hundreds million budgets not having their own tech is an absolute embarrassmentIf we moved back to a world in which every games studio needs to create their engine, often for a specific game, we'd probably have better looking and performing games overall. And a fraction of them, too!
Correct, which is why the whole video is unnecessary and gamer bait, as initially stated.None of which even fit the scene in question, at most walking out of the building, but with that size it should be possible to make the optimizations on the video.
I'm sorry but this is the kind of ignorance I was talking about earlier. *Just do it like this* - it really is blissful isn't it.Who said for a specific game? just make an in-house optimized engine, stick with it, and upgrade it. Deprecate it when necessary and make a new one when needed.
If I had 5 minutes of fame on the internet, I would cash it in too."THEY" are trying to silence me. Stop them by contributing just $5/month to my patreon!!
Fucking outrage culture man
They're trying to silence me and "i'm under confirmed censorship" : somewhere around the :45 second markNo way he says this. Please tell me he doesn't say this......
Fair point of view, but keep in mind that this could also mean that some of the games you like or other people like would never be made. Also AAA devs with tens or hundreds of millions in budget gravitate to UE in recent years for a reason and maybe that reason eludes you.Well, quality over quantity any day. And AAA devs with tens or even hundreds million budgets not having their own tech is an absolute embarrassment
I agree with this somewhat, there definitely are a bunch of toxic devs out there, I wouldn't put this on devs as a group though.So, if the problem isn't Unreal Engine per se, but what is being done with it, then all that means is that the devs really do need to get their shit together. Which means that there needs to be more discussion and more videos on topics like this, so devs can make their games actually look and run well.
What I have seen in public discourse is that game devs will instinctively rush to defend their shit performance games, and then claim that anyone who complains or wonders why it is so horribly unoptimized (like the teeth in Cities Skyline 2) just doens't know anything. At some point you get tired of hearing it, and this circling the wagons isn't helping anyone, includding them, because when their shit running game gets released it is going to get destroyed.
Getting laid off sucks, but game devs are nto some perspecuted minority and too many of them online seem to carry this mindset and it's not helping.
Insomniac definitely knows what they are doing! The reason I brought up Spiderman was non-specific, could have been any game with good graphics and sequel installments. The point was: would fans of a game accept a sequel with worse graphics but better image quality? Would this avoid a Threat Interactive guy? Probably not.it's interesting you mention Spiderman here, as in 2018 that game looked AMAZING on a base PS4 and ran great, on PS4 Pro it looked and ran even better, and on PS5 Pro, Spiderman 2 is an amazing looking game with great 60fps performance and ray tracing. So, it sounds like on some level Insomniac knows what they are doing. Whereas you see these UE games that run like garbage, that stutter on a 4090, and that quite frankly don't look nearly as good as Spiderman 2 on a base PS5 let alone a Pro. I have never heard anyone complain about Spiderman's graphics or performance.
The same convo is going on around now with Indy which leans heavily on RT and stuff and also runs very good. It, too, is not an Unreal Engine game. it seems like there is an advantage of being a dev with an in-house engine that knows how it works and how to optimize around it. As for 2016 looking games, I mean... Helldivers 2 runs on a literally discontinued engine, does actually look like a 2016 game in many ways... and is one of the most popular games of the year.
And the purpose of this video is to show there are much better ways to improve performance than turning on mega lights or nanite or whatever. And no matter how much you say they were developed for specific case scenarios, the truth is they are not only being improperly used, there's a myriad of other poor practices being employed alongside them. Thats the whole point of this and other videos of his.Correct, which is why the whole video is unnecessary and gamer bait, as initially stated.
It's using a game dev setup for testing purposes, game devs deduce how Mega Lights can be applied, and gamers lap it up as 'performance improvement'.
The guy of the original video (not TI) posted a comparison with Mega Lights on vs Mega Lights off and saw massive perf increases with Mega Lights on.
The reason for this is because he wanted to test mega lights. The premise of mega lights is that it works with lighting setups that wouldn't have ever worked before. So he built a scene with tons of overlapping lights, turned on Mega Lights, and voila, it works!
Mega Lights was not developed to satisfy static lighting needs. Arguing about this is nonsensical.
Yes and no, the purpose of the original video *not* to 'optimize by turning on Mega Lights' instead of using more simple alternatives. You have to understand that the lights placed were configured in a way that only makes sense with Mega Lights.And the purpose of this video is to show there are much better ways to improve performance than turning on mega lights or nanite or whatever. And no matter how much you say they were developed for specific case scenarios, the truth is they are not only being improperly used, there's a myriad of other poor practices being employed alongside them. Thats the whole point of this and other videos of his.
The same TLDR applies into why today's proprietary engines are more optimized than Unreal, you need to invest in infrastructure and have more passionate devs instead of relying on the pre existing factory optimizationSo TLDR basically is devs are overly reliant on the engine to be doing optimization that they should be doing themselves with lighting and meshes, and the engine is doing a piss poor job of optimizing on its own.
What's bad is overreliance, often unnecessarily, on certain tech and excuse poor practices with it.Yes and no, the purpose of the original video *not* to 'optimize by turning on Mega Lights' instead of using more simple alternatives. You have to understand that the lights placed were configured in a way that only makes sense with Mega Lights.
If Mega Lights wasn't used there would have never been a need to 'optimize' in the first place because nobody would place lights like this without it! It's a non issue! Newcomers to game dev would place lights like this before and wonder why perf is crippled, then google it, and find the answer "doesn't work, don't do it" and that's that.
Unreal literally displayed a red X over lights when there were more than 4 overlaps.
This is not news to anyone except newcomers.
I don't know what you are trying to argue. Can you clarify what your point is? Mega Lights bad because there are other means of doing things in certain scenarios? Welcome to game dev since forever, where your choices have consequences.
I think that's the big takeaway here. You can turn everything to 11, but is a 60% performance decrease worth the 5% visual increase. All the devs are using the advanced features just to use it as a marketing point for their games, but the performance of the games is suffering as a result and basically tanks any benefits to marketing anyway.And you can argue the new tech is technically more accurate, or works out-of-the-box in a bigger variety of different scenarios. But rare are the games where many of such scenarios even matter or happen at all, with these implementations offering marginal improvements for whats actually in the game for a huge performance cost, if any.
But that scenario is fictitious. Devs do not "do it" if it gives them bad results. You only see this with newcomer devs and gamers that are blinded by trailers.What's bad is overreliance, often unnecessarily, on certain tech and excuse poor practices with it.
Before devs would follow the correct advice and "don't do it", or at least do it in a more efficient way that worked with their game. Now they "do it", turn on mega lights or whatever other thing, and get better performance than the absolute worst case scenario. Except that "better" performance is still awful, incomparably worse than if they just followed older methods.
And you can argue the new tech is technically more accurate, or works out-of-the-box in a bigger variety of different scenarios. But rare are the games where many of such scenarios even matter or happen at all, with these implementations offering marginal improvements for whats actually in the game for a huge performance cost, if any.
Like your torch example, does it even matter how accurately the light of the torch scatters and blends with the other lights in a fully illuminated hall? Vast majority of players wouldn't notice. What they will notice however is the frame rate dropping to a crawl due to the usage of some expensive and unnecessary tech.
If I read all your posts in this thread I would think that the state of UE5 games is great, devs have it under control, they know what they are doing, they are experienced, they don’t need to discuss it with anyone least of all some whippersnapper on YouTube.But that scenario is fictitious. Devs do not "do it" if it gives them bad results. You only see this with newcomer devs and gamers that are blinded by trailers.
Serious devs don't use features if they don't need them and they give them bad performance.
There are barely any big games released that run on UE5 and the instances I know of, devs evaluate if it makes sense for them to use Nanite for example, and adjust accordingly.
I won't deny that there probably are games and devs out there abusing it against their best interest, but this again is up to developers, no one is being held at gunpoint to use Nanite when you have low poly meshes or Lumen Realtime GI when all you need is static lighting.
Give them a gun and they'd probably shoot themselves, too.
I don't see people happy-posting about UE5 with Infinity Nikki despite having beautiful graphics and running really well.
As for the bolded, I am not a fan of the photorealism trend either, I prefer stylized, clean visuals, and game design and storytelling are more important to me than graphics. However this is up to individual developers and no one else.
What you also need to take into account is that many big developers are taking in tons of amauter devs while bleeding talents, devs that would do stuff like this because its easy and faster. Yes, there are devs that know better what they are doing, i've played UE4/5 games that ran perfectly fine (except for the whole poor image quality due to relying on AA techniques to look proper), but there are games that don't. Too many, enough for players to notice, and this guy is pointing out exactly where the problem lies.But that scenario is fictitious. Devs do not "do it" if it gives them bad results. You only see this with newcomer devs and gamers that are blinded by trailers.
Serious devs don't use features if they don't need them and they give them bad performance.
There are barely any big games released that run on UE5 and the instances I know of, devs evaluate if it makes sense for them to use Nanite for example, and adjust accordingly.
I won't deny that there probably are games and devs out there abusing it against their best interest, but this again is up to developers, no one is being held at gunpoint to use Nanite when you have low poly meshes or Lumen Realtime GI when all you need is static lighting.
Give them a gun and they'd probably shoot themselves, too.
I don't see people happy-posting about UE5 with Infinity Nikki despite having beautiful graphics and running really well.
As for the bolded, I am not a fan of the photorealism trend either, I prefer stylized, clean visuals, and game design and storytelling are more important to me than graphics. However this is up to individual developers and no one else.
I'm not saying things are perfect, I'm saying that people are dramatizing and misinterpreting things they do not understand.If I read all your posts in this thread I would think that the state of UE5 games is great, devs have it under control, they know what they are doing, they are experienced, they don’t need to discuss it with anyone least of all some whippersnapper on YouTube.
Except that’s not the case, shit UE5 implementations is basically a meme now. Everyone knows how dire it is, especially and including on the PC, even PCMR shills like Alex in DF are talking about it.
So, what next.
If some games with UE5 are good but most of them are bad, it means most of the devs don't know what they are doing and need help that Epic isn't providing. It says that the problem isn't totally UE5 but the actual devs making games for it. It is actually a reason for videos like the one OP posted. Except instead of that these people are getting defensive and said they don't want to hear anything from this guy or anyone else. Of course a lot of times people who have been in an industry and made things don't want to be told their work is subpar, it stings the pride. I've seen it before in my line of work.I'm not saying things are perfect, I'm saying that people are dramatizing and misinterpreting things they do not understand.
"Shitty UE5 games" are a meme because people misunderstand what's happening, and using the existence of that meme as justification to fuel that misunderstanding doesn't help anyone.
If your assumption is "UE5 bad" and then I note a couple games running on UE5 that run well and the response is "well, those people know what they are doing so it doesn't count" then of course UE5 has to be bad because all bad things are attributed to UE5 and all good things to the developers.
This tribalistic behavior is found in politics and in everyday life, too. Reality is not so simple.
Interesting point, I was inclined to ask whether you have sources for this because personally I can not confirm this observation.What you also need to take into account is that many big developers are taking in tons of amauter devs while bleeding talents, devs that would do stuff like this because its easy and faster. Yes, there are devs that know better what they are doing, i've played UE4/5 games that ran perfectly fine (except for the whole poor image quality due to relying on AA techniques to look proper), but there are games that don't. Too many, enough for players to notice,
But hard disagree with this one. Any game dev with some level of serious experience knows that game dev is a super complex process. Blaming bad perf on some graphics options specifically is the least accurate reading of the situation you could make.and this guy is pointing out exactly where the problem lies.
Not to be a dick, but objectively speaking what are the odds on one guy -with nothing of note to show- having a level of stunning insight literally nobody else in the industry has?
this is not about having any secret knowledge, it's about exposing how devs take shortcuts instead of actually optimising games.
Silent Hill 2 using Lumen GI being still one of the prime examples on how shitty this practice is
Can you give me a list of games running on UE5 that run bad so I have a baseline of what you think of when you say 'bad'?If some games with UE5 are good but most of them are bad,
It's not Epic's job to help people make their games, unless they have a partnership with Epic that entails that help. Of course in terms of offering Unreal as a product, it benefits from community engagement and putting out documentation and talks etc., but that is different from having Epic jump in to put manpower onto other peoples' problems.it means most of the devs don't know what they are doing and need help that Epic isn't providing. It says that the problem isn't totally UE5 but the actual devs making games for it. It is actually a reason for videos like the one OP posted. Except instead of that these people are getting defensive and said they don't want to hear anything from this guy. Of course a lot of times people who have been in an industry and made things don't want to be told their work is subpar, it stings the pride. I've seen it before in my line of work.
And it could just be that a studio has no business running UE5. They should be writing their own engine. Dragon Age Veilguard, say what you will, looks great, runs smoothly, is polished, runs on low-end hardware... and is a custom engine. This keeps happening.
If you didn't take shortcuts you'd take an eternity to finish anything.
Like I've said in the past, and anyone who's spent time in a commercial creative environment knows damn well; its all about compromising because time is money.
Chasing perfection is not a business model!
You do the best you can with imperfect talent, tools and technique and hope you can get something great out the door before the money runs out.
Path of least resistance and financial realities dominate decision making more than ever (yes there's a handful of auteur studios out there that go the extra mile, but that % is diminishingly smaller portion of the industry every year). Thus bad results do ship - all the time.But that scenario is fictitious. Devs do not "do it" if it gives them bad results.
Sure, but if the reality between 'We are able to make that game at 90% of our vision' and 'We are able to make that game at 100% of our vision' is 'We can actually make and ship that game', then the former choice is surely the best choice.Path of least resistance and financial realities dominate decision making more than ever (yes there's a handful of auteur studios out there that go the extra mile, but that % is diminishingly smaller portion of the industry every year). Thus bad results do ship - all the time.
Eg. - to stay with the themes of the thread - and because the example was my pet peeve of the past gen - console Doom VFR was objectively one of the worst VR experiences of that generation, period. Main culprit - use of aggressive temporal AA.
Try these.I actually tested his TAA modification in Jedi Survivor, I got grass flickering, proceeded to ignore the channel.
this would make sense in a world where budgets would go down while quality goes up.
but we are in the exact reverse situation. dev time goes up, budgets go up, quality goes down or is stagnant
If people could just shit out good quality stuff on small budgets in the sort of timescales that used to be the norm, why aren't they doing that?
The point is more that software-dev is a constant balancing act of various constraints. The idea that 'tech is in the lead' is quaint - but increasingly rarely a reality. Basically - it's not uncommon at all to use suboptimal choices because they fit some other piece of the puzzle. Or sometimes because you simply have to make 'a' decision, even when it's not fully informed.But I think games in which financial restrictions cause unrealized potential in whatever shape or form don't really matter much to this thread, no?
There are always reasons - I'm just saying sometimes they are objectively wrong, and we still ship games in that state anyway.I guess if we are talking about TAA specifically, it does, but if the developers that are held on a pedestal for their well running and looking games still chose to use TAA then I'd trust there are reasons for this too and it's not to smite someone.
this is a good question, but it's undeniably happening.
look at the dev time and budget of Concord, and compare it to the dev time and budget of Space Marine 2.
and now compare the scope of both titles, the amount of content they had at launch etc.
Space Marine 2, running on in-house tech by Saber wipes the floor with nearly anything on the market in this regard. and it's not like Space Marine 2 is a perfect game, it has flaws, but somewhat understandable ones.
and these might be extreme examples, but then you compare Batman Akrham Knight with either Suicide Squad or Ghotham Knights and see the same pattern, this time by the same publisher and in one case even the same studio.
lower quality, longer dev time, higher budget.
They're trying to silence me and "i'm under confirmed censorship" : somewhere around the :45 second mark
"The people that support Threat Interactive will always know the truth" somewhere around the 11:00 mark.
Not an explicit call for Patreon, I was being more hyperbolic than anything, but basically "Only my followers will know the truth" type nonsense. The patreon thing I just threw in because it's so common these days .
I agree, and that's what annoys me so much about this topic. Gamers often only think of games as an end result, because that's what they interface with - there is neither room nor curiosity for understanding why things ended up the way they did.The point is more that software-dev is a constant balancing act of various constraints. The idea that 'tech is in the lead' is quaint - but increasingly rarely a reality. Basically - it's not uncommon at all to use suboptimal choices because they fit some other piece of the puzzle. Or sometimes because you simply have to make 'a' decision, even when it's not fully informed.
The irony is that this channel and many of its detractors alike are arguing from the same vantage point of 'developer is always right' just in reverse, and they're both wrong.
There are always reasons - I'm just saying sometimes they are objectively wrong, and we still ship games in that state anyway.
Doom's problem was that the type of TAA used 'might' look 'ok' on a flat-screen, but it just becomes a blurry smear on VR panels that made it painful to look at.
However, we can't just derive such examples into absolutes - ie. TAA is always bad / always good. As a counter example, I've shipped VR titles myself that used TAA that had none of the problems - there's usually nuances to all these decisions, but that gets lost in online discourse that is well... thriving on polarization rather than actual discussion.
But they are the case most of the time because most games are interactive and dynamic by nature.
I already answered the case of *what if your game still doesn't need all this*, well the answer is, you don't use a dynamic setup that costs perf? Is that not obvious?
This guy is a bit aggressive with his rhetoric
He’s working the algorithm. Mostly the average gamer will be impressed, maybe a few devs but I’ve seen a number of devs on sub reddits and comments call this guy out. Pretty well known TAA hater and know-it-all without any intimate knowledge on pipeline production and workflow.That's basically all the engines out there.
WTF is this guy smoking and why is trying to become an authority on game dev?
Most people who have got to the point to learn about this are represented by an employer that would not appreciate them making content like this. Or indie devs would not want to jeopardize publishing help. A lot of people who use ue daily agree with him.Not to be a dick, but objectively speaking what are the odds on one guy -with nothing of note to show- having a level of stunning insight literally nobody else in the industry has?
He optimized a SINGLE scene that had ONE optimization solution that ONLY works in this specific case!So what? He seems to be doing a better job of properly optimizing video games than all the folks working in the big budget studios, and he's the only developer out there willing to call out the fact that modern games have 2018 visuals while requiring 2027 hardware. 99% of reviewers out there have never made a damn game.
Mate I am spent so I will keep this brief but if you are talking about solutions for dynamic lights and then post a gif that shows BOTH static & dynamic lighting and a light function, in just one light, it just makes it so easy to dismiss your point.No, most aren't. Not in the sense of an engine built around a cash cow like Fortnite where buildings are built/destroyed and needs really dynamic lights.
Raster had all sorts of solutions for dynamic lights, cmon, we aren't in the pre-baked lightmaps over texture days anymore ala Quake/Half-Life.
2005 F.E.A.R.
Anyone thats okay with the current state of games, and on top of that is DEFENDING modern developers who produce shit that cant even run at NATIVE 1080p60fps anymore should be checked into a insane asylum.
I think gaming is the only hobby where the majority of customers are such meek little sheeps that wont demand quality, no one in the world would accept sub par products and service in a retail store for example, the store would go out of buisness.
Most people get up in arms over the 4k releases on movies that have used AI for upscalling and looks like shit, but apperantly to be critical of game developers is to much, i can play games that came out 10 years ago that looks better than modern games and runs on a fucking potato. It's insane how much this hobby has degraded
That overreliance is a result of modern development realities.What's bad is overreliance, often unnecessarily, on certain tech and excuse poor practices with it.
Before, games werent as complex and large as they are now. Just look how much GTA evolved with each iteration. The simulation complexity of a GTA6 is probably 1000x higher than a GTA3!Before devs would follow the correct advice and "don't do it", or at least do it in a more efficient way that worked with their game. Now they "do it", turn on mega lights or whatever other thing, and get better performance than the absolute worst case scenario. Except that "better" performance is still awful, incomparably worse than if they just followed older methods.
The biggest difference with the new tech is that it actually allows devs to still make games without going insane!And you can argue the new tech is technically more accurate, or works out-of-the-box in a bigger variety of different scenarios. But rare are the games where many of such scenarios even matter or happen at all, with these implementations offering marginal improvements for whats actually in the game for a huge performance cost, if any.
Not every game needs dynamic lights, but it all comes down to what game you are making.Like your torch example, does it even matter how accurately the light of the torch scatters and blends with the other lights in a fully illuminated hall? Vast majority of players wouldn't notice. What they will notice however is the frame rate dropping to a crawl due to the usage of some expensive and unnecessary tech.
Mate I am spent so I will keep this brief but if you are talking about solutions for dynamic lights and then post a gif that shows BOTH static & dynamic lighting and a light function, in just one light, it just makes it so easy to dismiss your point.
This gif has been posted a couple times as a means to show awesome dynamic lighting that was done many years ago but a single look at that pillar shows how it isn't all that dynamic and the new tech is being developed because of things like these specifically. Don't have to like it but don't kid yourself that it serves no purpose other than making your perf bad.
It is being developed because there are unsolved problems out there worth addressing.