Dead space remake was amazing
/end thread.
Dead space remake was amazing
/end thread.
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.
Doesn't used orgin.Runs smoothly on Xbox Series S and I don't want my PC to contract Origin to play this fantastic remake. I would rather wait for emulation to mature.
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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.
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.
Console stutters little, the PC version is what suffered the worst from it. It never got fully patched either.Played it on Series X and it was amazing.![]()
TI is literally JUST Kevin. Whenever TI speaks, the account on both twitter and youtube refers to Kevin in the 3rd person
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 etcTI is literally JUST Kevin. Whenever TI speaks, the account on both twitter and youtube refers to Kevin in the 3rd person
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.
But it still has Denuvo.Doesn't used orgin.
He must create his own game to convince these studios and publishers to listen to him.
> Exposes Digital Foundry bafoonary
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
Just to say Doakes got what was coming to him. Served him right for getting all up in Dexter's bidness.
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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Yes.GrayChild you got the msg?