/v/ - Video Games

Vidya Gaems

Index Catalog Archive Bottom Refresh
+
-
Options
Subject
Message

Max message length: 12000

files

Max file size: 32.00 MB

Total max file size: 50.00 MB

Max files: 5

Supported file types: GIF, JPG, PNG, WebM, OGG, and more

E-mail
Password

(used to delete files and posts)

Misc

Remember to follow the Rules

The backup domains are located at 8chan.se and 8chan.cc. TOR access can be found here, or you can access the TOR portal from the clearnet at Redchannit 3.0 (Temporarily Dead).

Ghost Screen
Celebrating its fifth anniversary all September


8chan.moe is a hobby project with no affiliation whatsoever to the administration of any other "8chan" site, past or present.

Reminder that 8chan.se exists, and feel free to check out our friends at: Comics, Anime, Weekly Shonen Jump, /b/ but with /v/ elements, Official 8chan server: mumble.8ch.moe:64738


(10.53 MB 1080x1920 peak ghosting.webm)

(974.67 KB 1280x720 TAA ghosting.webm)

(165.92 KB 1247x1851 scarlet violet skybox.jpg)

(74.98 KB 1127x410 diminishing returns.jpg)

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.
The only thing I heard UE5 is good for is rendering animations for a movie/tv series or short clips because of the quick render time. Not sure if it it's worth it though considering that the issue of blender material node structure doesn't align with UE5's. Basically having to spend time setting up the nodes in the engine. Then there's the caveat of it's real time rendering requiring a beefy ass computer to prevent the rendering process dipping in frames. Which fucks up the end result. Idk it's still funny that a game engine works better as glorified renderer instead of an actual game engine.
>>1335943 The engine is fine, lazy devs are not
>>1336295 I would hope that's the case Speaking of that... Has there been examples of a full release game made from UE5 actually being optimized?
>>1337575 There aren't many UE5 games that you can point to and say "that's a very well optimized title". Even Fortnite can have stutter issues of its own even despite the low visual fidelity. I guess there's games like Black Myth Wukong or Silent Hill 2 which have reasonable hardware requirements for the visuals and resolutions they target, and Robocop Rogue City is able to have nice visuals while also being a fun game that just happens to use UE5. But there really aren't many "well optimized" UE5 games due to a mix of poor framepacing issues and the engine just not being well designed for the technology of today. Unless you turn on some form of super sampling + framegen for fake frames, but it just showed that moving on from UE4 too quickly was a mistake.
>>1337717 >There aren't many UE5 games that you can point to and say "that's a very well optimized title" Maybe if lazy devs didn't use blueprints for everything, their games wouldn't be so bloated.
Just feel like ranting a bit. I think video game graphics have gone in the completely wrong direction. There's just too big of a focus on rendering techniques that only work well when there's little to no motion. If nothing moves and the camera stays still, graphical fidelity has never been higher, but during actual gameplay, with the camera and objects constantly on the move, clarity and image quality has never been worse. It can't even really be considered real-time rendering anymore when it can take hundreds of milliseconds for the image to "settle" or "stabilize". It's just gotten so tiresome to constantly have something on the screen smearing or ghosting during active gameplay. I'd much rather have less realistic lighting that resolves completely by the next frame and run the game at several hundreds of real frames per second than the raytraced trash we get now.
(132.65 KB 1290x1248 Nazi Lolifag.jpg)

>>1366941 It makes sense when you consider that all these managers and business executives come straight from Hollywood. Why do you think they keep pushing for walkie talkie segments and sob stories that impede actual gameplay?
>>1071087 Ironically, one of the techniques which is integral to oil's typical "licked finish", glazing, is the application of translucent layers of paint.
It’s the competency crisis. Graphics engines is no longer a core talent set of game developers. If it’s not in Unreal or Unity forget it. That means visual quality will never improve and only get worse as devs just pile on higher-resolution textures and turn on more engine options as hardware features arrive. To get really high-quality visuals requires devs with a deep knowledge of and talent with pixel shaders and lighting engineered into custom engines to achieve specific desired effects — and such people no longer exist in the industry. Even maintaining old AAA studio custom engines has become too burdensome for today’s devs. No matter how much money or how many years are put into modern games they simply don’t have the talent base to move the needle forward or even to produce the best results in existing engines.
>>1061920 Watching this video is an exercise in frustration. I certainly prefer that an editor leave it up to the viewer to rewind where necessary instead of belaboring everything for retards but this asshole is showing motion comparison shots and flipping the comparison after like a tenth of a second. With text descriptors. While he's narrating. What in the fuck. It's the same dogshit as Anon making a compilation with music where you have to pause constantly to read anything (because a given still might take several seconds to read but it shown for maybe two seconds) and thus fuck up the music and the whole point of the video. I am angery.
(555.00 KB 557x766 ue5.png)

(189.65 KB 933x1024 G0l6mjfW0AE4KUD.jpeg)

People are slowly waking up about the Unreal Engine 5 question
>>1743540 Man, that's fucking crazy. I totally forgot Borderlands 4 was even coming out. It's supposed to look like cel-shaded comic book art anyway, what's the point of pushing the game to an even more resource intensive engine? The more realistic you manage to make it look, the less it looks like Borderlands in exchange for the most minor of graphical enhancements.
(30.69 KB 405x489 Timmy Slurp.jpg)

>>1744044 >what's the point of pushing the game to an even more resource intensive engine? Easier for retards to work with, it's all about shitting out garbage made by codemonkeys and making you pay 10 times more just to run it.
>>1744044 it's the RTX
>>1743540 >bumping a GC (newfags won't even know who that is I bet) thread for a Twitter screencap Your penis is too small
>>1745078 >admitting that newfags have better taste than you since even they know new games are shit and don't need to call anyone who recognizes that a boogeyman. Yes he is/was a real guy, but the OP isn't his very recognizable writing style.
(232.45 KB 750x734 askformoney.png)

People need to realize this: The problem is not Unreal Engine, or optimization, or anything organic that is the result of devs trying to do crazy shit. Look at MH:Wilds, look at Borderlands 4. Are they doing anything particularly revolutionary? Is there any place in Wilds that looks like it should be anywhere near as intensive as the jungle in World? This problem with games just not fucking running started the moment we got AI Upscaling and Framegen. That is not a coincidence. The AI investment bubble is insane right now and these companies are doing everything they can to cash out on it, including bricking their products so that AI can be presented as the only solution. Let me repeat that: They are, on purpose and for money, bricking their videogames so that they barely run at 60fps with all the AI bullshit enabled, in order to inflate the value of AI and make their stocks go up. The higher ups at these companies are essentially transferring value from the company to these stocks and running away with the money. It's a legally sanctioned robbery.
>>1746566 My money's still on Capcom being retarded.
>>1746566 >The problem is not Unreal Engine, or optimization, Those are exactly the problem.
>>1746566 Not really "for" the AI bubble, more like... Devs are the laziest and the most incompetent they've ever been, the talented old guard is retiring and not having the chance to train new people, and our educational standards are at an all time low. AI is more of a "convenient" scapegoat for the fact that they can waste even less time optimizing polygons and shaders.
(30.13 KB 1080x894 70000 polygoneroos.webp)

>>1750207 >Devs are the laziest and the most incompetent they've ever been >they can waste even less time optimizing polygons
>>1750207 Ok, explain what changed from MHWorld to MHWilds then. It is quite literally almost the exact same team making both games. People are blaming RE Engine, but that's not a good enough excuse. There is no way you're at the planning stages of your next biggest project ever, make the mistake of planning monster herds (they've been in the games since the psp btw, not that crazy to have 10 AIs on screen) and open spaces on an engine that allegedly can't handle it, see that It can't handle it in the first testing stages of development and then what? Keep going? >"Boss the game runs at 15fps on the most common PCs from the steam hardware survey and drops to sub 20fps on a PS5 pro, should we tune down the effects or ship it like this?" What changed from RE:VIII to the Silent Hill 2 demake? Why are we seeing the same issues all over the industry? You're telling me all of the old guard kicked the bucket the moment Nvidia came up with Upscaling? Industry-wide? Just coincidentally like that? It's 1000% because of AI. It is not incompetence. Occlusion culling and LoD are not esoteric black magic.
>>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
(891.76 KB 1500x2000 1.jpg)

(1.03 MB 1500x2000 2.jpg)

(1.06 MB 1500x2000 3.jpg)

(1.10 MB 1500x2000 4.jpg)

(1.01 MB 1500x2000 5.jpg)

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.
(4.33 MB 3335x1440 wavetracerbanner.png)

(610.08 KB 720x406 restir.png)

>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.
(1.05 MB 640x360 tired of doom.gif)

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.


Forms
Delete
Report
Quick Reply