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Graphical Stagnation and Regression Anonymous 01/16/2025 (Thu) 22:02:27 Id: 083375 No. 1061748
<aka "they're gonna take you to the present, where your screen is fucking unpleasant" the thread >aka grafix discussion bread So I don't think it's much of a secret these days that despite <TAA, with ghosting and trailing <mandatory upscaling <framegen <raytracing and pathtracing more and more games are shipping out in worse technical states asking for more power while less is delivered. There are a myriad of reasons for this state of affairs but TL;DR something systemic is definitely going on and it's led to ripple effects like gamers buying more PC indie titles, reevaluation of the eighth generation, backlash against Unreal Engine, and the Threat Interactive drama. "buy new GPU" is no longer a valid dismissal since Nvidia's poor showing at CES, with barely an uptick in compute and the push for 75% fake frames and neural texture compression. Discuss this hot mess.
>>1751142 >It is not incompetence. If it's the same team, they should have had no issue in keeping to the same standards as they had before and just applied the AI stuff on top of it, even if the suits come down and push AI shit on you to use. As a developer, if you jeopardize your product for no good reason, the weight of incompetence befalls on you just as much as in the suits that pushed it. Which yes, I do agree that there's a lot of economical incest and pushing for these AI technologies to be pushed, and these companies are all entangled in a social game of "my neighbor is using X new tech so therefore it must be good and therefore I should too", which leads to a lot of issues in development. >kicked the bucket the moment Nvidia came up with Upscaling? Industry-wide? I'd say it's not even just upscaling that set off the performance murder we see today, it was probably ray-tracing, a technology so old and obvious that the only reason we weren't using it this entire time was the fact that it's computational suicide, but now we're swimming in compute, which leads people to be lazy. Analogous to this gigantic loss of efficiency is the fact that web development is also pumping out shitty horribly unoptimized code, or that our backends are horribly unoptimized as well for processing speed and memory/storage. Are other fields being fucked over by laziness somehow connected to Nvidia too? Note that they were slowing down and worsening even before the current LLM/GenAI boom. >People are blaming RE Engine Side note, but, you'd be surprised at the enormous impact this has. Not just on the internal workings of the engine itself, but also on the fact that your developers likely had to relearn a lot of shit in the engine, are not as familiar with the engine and its tricks, and also the simple fact that there are very few one-size-fits-all optimizations for engines. Most have to be done on a per-use-case basis and those take a lot of talent to do, talent which is sorely lacking nowadays. Just take a look at that dude that optimizes Mario for N64 and look at the absurd depth of his computer knowledge, I promise you 98% of developers don't have even half of that depth and are slaves to their libraries, tools and programming languages, and then remember that game dev and computer graphics are actually genuinely fucking hard and people can barely do math.
>>1746566 >Devs from the 90s and early 2000s saying that they purposely started optimizing game to the lowest entry level PC hardware from 3-4 years back >Today's developer are running their dev kits on 9800XD and 5090s >People raging on Randy Bitchford and Gearfaux when the game still runs on shit when they went above and beyond the Recommended Hardware Top fucking wew.
>>1061748 The graphical stagnation in itself is rather bad it's true but you can still sort of cope with the old "but lowest settings on that game still looks as good or better than highest on that older game" but the regression in terms of CPU usage is far worse, we went from being able to use a 6 y/o CPU and not really having it be a bottleneck to straight up barely getting above acceptable framerates on current TotL CPUs
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Don't mind me, just passing by and releasing promo images for a game that has the following minimum specs:: <Windows 10 <2.5 GHz Quad-core CPU <8GB of RAM <GPU with 6 GB of VRAM Only poor chuds with toasters would be incapable of playing such a beautiful game: https://store.steampowered.com/app/3370970/Star_Garden/
>>1752075 >3d game Amateur. >Slay the Princess >Fucking slideshow and text <Processor: 2.6 Ghz Quad Core <Memory: 4 GB RAM <Storage: 13 GB available space
>>1752173 >Memory: 4 GB RAM I remember talking about this in the thread, when some anon complained about the torrent needing 8GB. The game itself only uses 1GB or RAM, but it needs to be on a computer with more than 1GB of RAM, because even Windows 7 can consume up to 1GB, not including having Steam open or some browser. Second of all, these minimum specs, are sometimes determined, by the worst computer the devs could get their game running on, and it most likely wasn't going to run on Windows XP, so a 4GB W7 computer seems fair enough. Worst you can say, is that it should have used 256 MB of RAM, instead of 1GB, but I guess this is the cost of using Unity. As for the processor, again, this is probably the worst processor they had on hand, I got it working fine on a laptop with an Intel Core i5-3230M, meaning a 2.60 Ghz Dual Core. It could probably run on something even worse. As for the space, I have no excuse.
>>1752173 Slay the Princess uses less then a GB and a 1GB at most in reality. >>1752271 >Unity. Slay the Princess uses Ren'Py and what the Husband and wife duo who made STP have said, they pushed Ren'Py to it's limits.
>>1752075 Cute and harking back to the 2000s it's also not made by trannies like I expected
>>1752460 They really love that 1998-2002 style don't they? I have no idea how that became a core part of The Gay Trans Community
>>1752447 >Slay the Princess uses Ren'Py Huh, you are right. I don't know why I was so sure it used Unity.
>>1752486 I'm guessing most are around 20s/30s, and since the internet started to become commonplace around then, many got groomed.
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>CTRL+F >Phrase not found Somewhat surprised that nobody has talked about the recurring developer-publisher-hardware cope phrase that is "Hybrid Rendering", which can be boiled down to picking and choosing the countless RT-based technologies but merely bolting them onto your duct tape pile of either Unreal/Unity or In-house engine. In order to truly optimize for full blown raytracing requires efficient compression of visuals which the past 5 to 8 years have shown that even throwing the best in AAA tech and money won't cut it. For example, before RTX marketing kicked off, NVIDIA and animation adjacent academics were developing older tech that would both supplant and integrate into meshes like DAGs for smaller object sizes. The lacking of this research is why I believe that Id Tech dropped the idea for voxel models around 2010, because Sparse Voxel Octrees had some major design flaws that made them only semi-practical for the scale of datacenters with 'terascale computing'. Pic related. Compare this to the TooMuchVoltage and Teardown devs who have managed to squeeze playability into a 1050ti even with considerable constraints and limitations surrounding budget, developer & wider knowledge, and technology. While I don't think Nvidia's "ReSTiR" idea for denoising will be what many developers will use, keep in mind even the relatively good gains in faster noise coherence wasn't even known until 2021. It's a considerable change from when biasing RT noise with "Metropolitan Light Transport" was an accepted practice for over a decade. Things have come a way since Pixar promoting RenderMan as state of the art. None of which that Epic can implement without breaking a bunch of crap (and even look at how temperamental their Nanite/Lumen combination is in practice).
>>1752699 It's all latin to me, but I understood the "devs being lazy" part and making everything worse.
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Doomsiders Parry Ages is another game that runs like fucking shite, while Eternal ran 100 plus frames on my old 2060 back in 2020. I now have a 5080 (It's for work but I use it for my gaming needs also) but I shouldn't need it to run a game that looks the exact same as the previous game.
>no it can't be that the devs are incompetent and just don't care anymore You'd be surprised. Not that Randy was at the peak of competence either way, but you've got to remind yourself that the majority of developers are at around this level, just that they're not vocal on twitter and when they are they're complaining about silk song costing $20 and "undervaluing their efforts".
Could I also propose "another" reason why gaming has gone to shit? It's because the past two generations of PlayStation and Xbox devices are using the inferior x86 architecture. Every game console prior (Even the Wii U) was using the PowerPC architecture. What does that have to do with anything? Well, you can see what happens here with how a computer from 2009 "performs better" than a computer from 2018 depending on the functions required: https://redirect.invidious.io/watch?v=Rp6_bfZ4nuE&t=391 For those who don't know what's going on, simply put, x86 CPUs are bloated to Hell because they're still designed to technically be 100% "backwards compatible" with original functions that have existed since the 1980's. Now you may be thinking that we have newer processes that replace these functions and you would be correct. However companies like Intel chose not to remove these functions, so they can claim "100% compatability", instead opting to make the CPU intentionally and purposely slower when running them. And this may be biting modern games in the ass because their spaghetti code is all over the place and may be tapping into these older functions.
>>1753479 x86 isn't technically inferior, but the 16 and 32-bit baggage they have to drag along is just as bad as modern Windows is still built on top of layers of multiple decades-old code. Add the fact that the original architects of said hardware/software are either retired or dead, and the second gen also nearing retirement that you end up with the next generation having no insight into the inner workings of the code their building on top of.
>>1753479 >Every game console prior (Even the Wii U) was using the PowerPC architecture. No they weren't, the original Xbox used x86 and the PS2 used the proprietary Emotion Engine, only the Gamecube used PowerPC during 6th Gen. x86 became the standart with the PS4 and the Xbox One for ease of use and mass production. Switch and the Switch 2 use ARM.
>>1753479 >>1753743 I've heard good things about the Apple M4, with it being able to deliver the performance of x86 without heating up or consuming as much power. It also has an x86 emulation mode but I don't know how well that works.
>>1753479 PowerPC is an even more bloated architecture. If you want hyper efficient architectures you need to look into MIPS, SH, and older versions of ARM
>>1061883 I like realism, faggot.
>>1753479 You know frankly I think its a good thing that they are still taking into account backwards compatibility. Good on intel.
>>1753981 apples chip performance is smokes and mirrors, the hardest native work it has to do is video playback because everything else is emulated on it >>1754165 Just say risc instead of listing a bunch of them, not that it matters since x86 instructions get reduced internally
>>1753920 >PS2 used the proprietary Emotion Engine What's proprietary on the EE isn't the CPU (regular old MIPS 5900, don't even think it has custom instructions) but the VUs are custom.
>>1061748 AI frame gen is really the biggest evil. And so many normies eat it up, that I dream of genocide.
>>1754790 Go back normalfag
>>1070758 I upgraded my pc to just to play Wilds and this shit still chugs at time at 1080p during Rey Dau hunts.
>>1754790 Again, framegen initially got pushed as a hail mary to save gamers with low PC power, but the actual end result was remedying RT because it's literally brute forcing calculating light and reflections, so it's expensive as fuck. It's just the thing where I mentioned that, when provided with greater compute, the average dev cares less and less for optimization.
>>1755830 >Again, framegen initially got pushed as a hail mary to save gamers with low PC power I think that was more from gamers themselves, Nvidia and AMD flat out state that you should not use frame gen if your native framerate is below 60 FPS, which is hilarious since so many games with framegen use it for exactly that reason.
>>1755978 Most of the pre video games media you see interpolated is well below 60 frames and most of the motion is just ugly warping
>>1753355 I was about to agree with Bitchford in regards to that single screenshot but in other posts he pulled the "code your own engine" card, the faggot he is
>>1753479 >k10 phenom ii 810 desktop CPU >8750H mobile CPU Gaming on a laptop or really just any desktop with a mobile version of a CPU/GPU/APU deserves scrutiny. The ongoing trend of those handheld PCs like the Steam Deck and the Legion Go might be the closest to optimization, although that might vary since they may also rely on those fake frame tools.
>>1758196 >Gaming on a laptop [...] deserves scrutiny. >The ongoing trend of those handheld PCs like the Steam Deck and the Legion Go might be the closest to optimization Those are nearly identical, just that laptops have keyboard + touchpad and handhelds have controls of a console game pad >the video This comparison falls apart when you consider that a desktop has superior cooling and that the laptop has to not only stay underclocked to keep itself from melting but also not make the battery burst by actually requesting 45 watts (old laptops do not have passthrough so being plugged it wouldnt help as much as it does today), There are also in chip differences, when you have a chip with hardware dedicated to do something itll be fast (integer shift specifically) In short the i7 is faster despite multiple having several baked in handicaps of its physical form factor and only loses when it has been made slow on purpose by the tester or intel themselves
>>1752460 it's a 90s aesthetic more than 00s
>>1759688 Late 90s/Early 2000s They kind of mesh together
>>1754790 I can agree. TV and film producers had to make a PSA informing people about it and how to turn motion smoothing off on their equipment, which is the same thing as frame gen for games is concerned.


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