Soldato
- Joined
- 14 Aug 2009
- Posts
- 3,114
I guess you're talking about this video.I am not talking about the video Calin Banc commented about at all, it's not even been linked by me. I am talking about this channel: https://www.youtube.com/@ThreatInteractive - it's not a youtuber, they don't run youtube channel as the main job. It's founding member of a development group working on actual games plus also very active member of Unreal Engine community (easy to check) for quite a while now. Dude seem to know very well what he is talking about and his YouTube videos are just him showing in practice, with real examples and using proper tools frames generated by games in for example UE engine - not on screenshots or video but live in the editor, to show what actual game engine is doing exactly at any given moment and what it does to the visuals. It's not marketing talk for any given vendor either.
They themselves are working on a realistically looking FPS game and chose UE engine as it's the most popular one currently, then noticed how bad a lot of things are implemented in it. Example of UE5.5 - it processes complex cloud over 800% slower than UE5.4, and even though it's been reported to Epic in beta, they never fixed it. Loads of things like that kill FPS in modern games for no visual reasons - just for lazy reasons. But people like DF, who have NO clue about actual development of games, only see visuals and assume that is how it is and that's it, completely ignoring that it's just a bad development choice, not necessity.
In other words, again, let's not confuse modern good visuals with just lazy development, bugs in UE code and bad (from performance standpoint) design and implementation in games. These are very different things.
I'm no game developer, but I'll love see some sitting around a round table talking what works and what not for them, esspecially about different engines.
With that said, if I get it right, he's proposing a 1080p image (leaving aside that he's talking about performance scaling with resolution and frame rate purely on TFLOPs, which don't really scale linearly), with what he calls "good" AA (but doesn't show it) and let the monitor/TV use its own upscaler (probably not the greatest) instead of something like DLSS which can be very good at upscaling from 1080p to 4k... Of course, he's advocating for consoles where normally you'll get FSR, but still, talking down DLSS, AI, hardware upgrades (PS5 Pro) - as in don't need them, leaving outside Series S and ignoring stronger hardware is a bit amusing to me. But hey, his game, his target - but that doesn't have to be the same for all!
Dismissing "stronger" cards like the 4070ti simply because he's focusing on consoles and GPUs around that power doesn't say much. By the time their game will see the light of day (if it will), 4070ti will probably fall into x60 series performance of that "current" gen or below... Sure, will probably be good for old consoles hw, but do we really care around here? And even console players seem to be "fine" by default with 30fps and whatever resolution the box can output...
Moving on, he talks about some techinics for a few games where you can see at Quantum Break how the AO artefacts around the character's head. One solution would be/was HBAO+... a close source technique, aka nVIDIA's tech if I'm not mistaken MXAO, on the other hand, seems like a nice option and Bayer in general for Lumen.
The Lumen talk... well, in software won't be great/ideal for the scene he's highlighting (or, it seems only logical, it would have been done alredy by others), also doesn't test it in HW. Playing Immortals of Aveum (which apparently has it), I'm falling to see all the issues he's talking about outside some minor noise on a very specific material and level. Ah, and let's not forget he's disabling other effects (TAA?) which makes it look that bad )
Point The Division as an example I wouldn't say is ideal either since it looks decent if you look at it broadly, but still has the same issues with lacking shadows where they should be, poor reflections with the image reflected actually changing a second or two while looking at it and it's not even wildly accurate...
1st and 2nd pic with the shortcoming of the GI
Album — Postimages
postimg.cc
Another fail from the GI where it ilumates way, way too much the scene... https://postimg.cc/G8dWtwNq
1st below is the originaly reflection,
2nd is the reflection it becomes after a while
3rd is what's actually behind the character and what it should have been reflected
Album — Postimages
postimg.cc
Radiance Cascades seems possibly fine, but since he says it was usually done in 2D and only recently some 3D advancements have been done, of course it hasn't been talked before.
Then in closing, he shows Stalker 2 running and looking pretty bad without any AA (TAA, DLSS, DLAA, FSR) as a redit post. Well, that's on AMD's side to improve it's FSR. Looks great on DLSS!
"These problems won't be focused on or fixed by meanstream industry, because there is no market incetinve"... I mean, Sony launched PS5 Pro with AI upscaling...