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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.
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Ever notice how video game graphics haven't really changed since the Gamecube?
I'll keep playing stuff at 1080p 144 FPS, raytracing is a meme and Nvidia is just pushing itself into a corner when this A.I trend dies off. And it will die off, sooner than you think. >>1061754 You're not him, but nice try!
>>1061748 > Threat Interactive drama He got the last laugh when CES came and Jenson proved his fucking point with the 5070.
>>1061748 There are no real frames.
>>1061817 Bull fucking shit. Frame gen is a scam. It looks like smeary shit and doubling it will only make it look like smeary-er shit. Companies like Nvidia don't want to admit we've hit graphical bedrock for what we can feasibly do technology-wise for now but have to keep selling GPUs so they invent shitty problems they have to sell the solution to with the result being games looking worse than they did 10 years ago.
>>1061778 >raytracing is a meme Its a nice looking meme when it works. This isn't a good example either. The room has bad lighting and the textures are not correctly categorized.
>>1061748 >and the Threat Interactive drama The what? >>1061817 >>1061819 The funny thing about making games having "pseudo-60 fps" tech is that LucasArts already did that with TFU2 back in 2010. >>1061820 >Its a nice looking meme when it works I think that pretty much sums up the exact problem with a lot of this tech. It's a nice thing to have when it works, and that's the clincher because this tech does not work majority of the time or it does work but at a greater cost than can ever prove to be beneficial.
Having just played Dynasty Warriors and thinking about it and Space Marine 2, I think devs are finally cutting back on realism and getting to a sense of scale for making things awesome again. It's just something I've noticed in those two games in particular but I'm really hoping devs are sort of "plateau-ing' on this misguided push for MUH REALISM and are instead going for "it's good enough, let's make MORE OF IT" in the future.
>>1061748 Why do you keep making threads on this? It's not that an important issue.
>>1061748 Took you fucking long enough to finally make the thread, thought I had to step in. Here are some videos and comparison pictures. The problem is exacerbated by the fact modern games DONT LOOK AS GOOD even with all the magic bullshit TAA/smoothening/noise reduction. Devs are just copypasting Unreal 5's built in settings to make low-effort borderline AI generated textures and say "The Engine will take care of rest", and since you have crunchtime alltime jew executives they have no time left to cook and try make games look better. Instead of generic preset settings Make noise and memes about this issue and this problem will disappear like the "LENS FLARE BLOOM SUPER REAL" era of early 2010s >>1061901 (you)
>>1061917 The worst part is There's no easy way to turn it off on modern engines Along with upscaling being MANDATORY in many cases. TAA (Temporal Anti-Aliasing) basically applies a smooth grease over your entire screen when moving. And modern engines like UE5 has it baked in by default, giving no options to turn it off or switch to SMAA or SSAA or MSAA. Nvidia uses DLAA, an AI infused TAA, for their upscaling, AMD uses their cocktail of TAA in FSR, and intel uses whatever. So its both devs and card manufacturers baking a cheap readymade solution that destroys quality. And even having a powerful card won't help you since it applies shit over 4k as well. If you're actually running on 4k, high "bitrate", with no smoothening, its fine. But the problem is modern engines are producing 4k images, smearing TAA and inbuilt upscaling shit over it, out of the box. So you have dithering, pixeling, shadows that are weirdly low textured, and blurring over everything, even at 4k ultra. AND then they're applying SHARPENING over it. A game from 6-7 years ago has better visual clarity and lower artifacts at 4k than a modern game at 4k. Check pic related, and that's with a lower resolution webp on Crysis 3, far less smoothening over it
>>1061920 >There's no easy way to turn it off on modern engines Then the solution seems simple: stop using those game engines.
>>1061923 And even better solution, stop buying or playing those trash games in the first place. Unless Modders have some kind of fix (and this sounds like it might not be a very easy fix from what I'm reading and seeing in YouTube videos). At the end of the day what the hell has come out in the last year or two that uses any of this technology that's worth playing?
>>1061920 >applies a smooth grease over your entire screen when moving No. It applies a smooth grease over your entire screen all the time, you just notice it more when moving.
>>1061917 Crysis 3 still looks fucking great.
>>1062111 Still a downgrade from 1
>>1061748 >BP Webm Why the fuck does a game with PS2 graphics need modern cope technologies thrown in?
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>>1062867 Yep. Ghosting is one of the terrible things with TAA. FSR2, which PS5 uses, is particularly terribly made too which is why PS5 games have so many obvious TAA problems. Other TAA "solutions" are things like dlss which (usually) fair better. I say solutions in quotes because TAA in general is a solution to a problem that didn't need to exist if game companies were just ready to accept their games need to be at a lower resolution for stable frame-rates. Everyone wants their game as pretty and shiny as possible without considering the technology needed to make it happen. In most cases the big tech they want to put in like ray tracing isn't even something most people would notice in the average game.
>>1061748 >Threat Interactive Oh I saw his videos, particularly the optimised photorealism in NFS 2015 one. Really impressed by his dedication to graphical fidelity
>>1063681 He said that Epic underoptimized UE5 on purpose to market Fortnite in one of his videos..
>>1061920 Hold on, I thought this was just a motion blur thing. And also UE is a shit engine. Performance is absolute ass. Western game devs.
>>1064544 This is what happens when uou have no competition Crytek and Unity just killed every chance they got to be successful.
I was playing Way of the Hunter and noticed that the game modeled various insects and natural debris (pollen, plant fragments etc.) in nature with some simulation (not just static or area wide). It was the first time I was genuinely impressed with graphics in general (as opposed to "really good for this hardware" or "really good for this level of studio") in well over a decade. Not having played many modern games, I have to ask: Has any game done this before? It comes off as really neat in large part because it serves an actual gameplay function (prevent player from just instantly spotting moving things that actually matter)
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You know, I could make a high-effort bump post... ...or I can rip off some cuckchan edits designed to mock modern graphics.
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>>1070172 It's ok, Anon I made the original image Sometimes it feels like I'm the only one on there with photoshop. The proportion of phone posters must be staggering.
>>1061825 >or it does work but at a greater cost than can ever prove to be beneficial. It will obviously be beneficial when the majority of hardware can handle it, which will be the case in 10 years. And it makes developing lighting much easier for the developer. The only issue is that the technology was rabidly advertised as a selling feature 15 years before GPU's could actually push the FPS to justify it.
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You have enough VRAM for modern AAAs, right Anon?
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>>1070758 Probably not.
>>1070758 >single game using >18 gigabytes of VRAM >18 gigabytes of RAM God in heaven, am I glad I don't buy any games or play anything modern.
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>>1071043 >8 years prior
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Today's Absolute State of Play provided a bounty in terms of deferred rendering reaching its limit. Tides of Annihilation demonstrates. I love oil paintings as much as the next guy, but c'mon, this ain't it, chief.
Fine, have this placeholder. https://inv.nadeko.net/watch?v=YBISVcHj1YE
I wasn't aware of all these issues until I played Stalker 2, which apparently has every single modern graphic problem multiplied by 10. I was like "Why is everything smearing whenever I turn around, I turned off motion blur" before realizing the truth. Really sad.
>hate TAA because of blurriness and ghosting >hate no AA because it's distracting and I hate it >FXAA and SMAA do nearly nothing I just want MSAA back so badly. At least Nvidias TAA is somewhat more usable then most games native TAA
the sweet spot for between graphical fidelity, development costs, and development time was late 6th gen/early 7th gen (minus the piss filter).
Bump, I'm sure that someone will repost the images from that Oblivion Remastered cycical since that's a new example
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I am genuinely puzzled by the anti-soul gas phenomenon. How did every single developer fall into this exact same issue as if they received orders from the mothership or something?
>>1071043 Yep absolutely unoptimized bullshit
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It's amazing how you've desperately tried to keep this thread alive for months. Even with the refugee surge nobody's engaging with this shit lmao
>>1253507 well he's not wrong but what much else is there to say that we don't already know?
>>1061819 >Companies like Nvidia don't want to admit we've hit graphical bedrock for what we can feasibly do technology-wise for now but have to keep selling GPUs so they invent shitty problems they have to sell the solution It's really annoying because we're going to see 1kz monitor technology soon and they could be pushing 7th gen graphics at 4k1000fps but instead go this current more money for less bs
>>1253736 The only game you'll be able to run at 1000fps is gonna be CS2 or something. Also I'll add that all of this, all this temporal slop unreal trash that's coming out, dlss/framegen retardation or whatever you want to call it. It's 100% of the time made with the mindset of producing your game extremely quickly. Get storebought assets or ask your art team to do photogrammetry of a billion rocks in the jungle of Myanmar > drop it into your engine as is. Auto-LOD via nanite, auto-lighting via lumen, TAA algorithm (of which DLSS/FSR and XeSS are part off) (((fixes))) your image in less than 1ms so it. Deferred rendering pretty much allows you to have infinite dynamic lights if you're not using raytracing, and raytracing is shilled hard by nvidia because it's pretty much exclusive to their cards and they bundle the exclusivity with DLSS which gamer normal fags love. Most of your income as a dev comes from normalfags, and normalfags are woo'd by photorealistic graphics. That's it. That's the end and there's nothing you can do about it unless AAA gaming dies tomorrow.
>>1061825 >The funny thing about making games having "pseudo-60 fps" tech is that LucasArts already did that with TFU2 back in 2010. go into more detail anon.
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>>1253507 I'm the OP of the thread, I've left it alone because I usually like to post webms and screenshots on here directly showing the issues at hand. I've literally left it alone and forgotten about it (if anything I'm looking to the archive of the Web and Flash Game thread since that was a thread that got bumped off thanks to the rapefugees), not my fault other posters decided to bump it. You only made this post because you saw it was getting replies. I get this sort of inflammatory posting is par for the cour on cuckchan where that artificially projects a front of activity but really, why waste space on typing stuff without substance? If people want to engage with a thread, they will engage. Anyways following up on this >>1089822 though hilariously I linked the wrong video. Whatever, it's posted now and raytracing in AssCreed Niggers sucks, especially pronounced with DLSS. >>1253796 Eh, if a lot of devs started taking notice of better graphical techniques and started using them I feel like many of the problems will disappear. For example, forward shading actually can now support unlimited lights too and natively supports alpha transparency while deferred doesn't (hence why you see so much dithering because it's meant as a stopgap to simulate it without actually using it), and it runs better on mobile and low-power chips so there's little to no reason to not use it for the sake of easy portability and market reach. The problem is that it's going to take too much time for the C suites to realize and pivot; only indies and AAs can take advantage for example, since Godot supports clustered forward but Unreal can't ever hope to catch up as long as their engineers remain stubborn. Unreal only has the reach it has because it's essentially 3D RPGMaker, and it's stuck with deferred because it was designed for 7th generation console games, the latter of which is irrelevant to modern technological advances.
>>1253851 Not him but frame interpolation isn't new, Sonic Robo Blast 2 Kart's Nep fork amid others have had an option for interpolated 60fps rendering (the game itself renders at 35fps due to an engine limitation) which runs independent of Nvidia faggotry for years, and 10 years ago 60fps MPC-HC Animu >filters with meme artifacts were all the rage. Novidya selling it as some ebin ubre exklusib featurd is simply reflective of judeo-corporate sentiment in the current age, going past a 50/50 ratio for real and predicted frames is already retard but surely temporal AI scalers will fix it :^) >>1254128 >forward shading actually can now support unlimited lights too and natively supports alpha transparency while deferred doesn't (hence why you see so much dithering because it's meant as a stopgap to simulate it without actually using it), <muffled Dreamcast grave rotations in the distance
>>1253424 Nier: Automata is the only one of those examples that makes sense. Maybe remove it from the collage.
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>>1061754 They changed for worse
>>1253796 >The only game you'll be able to run at 1000fps is gonna be CS2 or something. Yeah in this shit industry, but if gamedevs actually focused on optimization with peak 7th gen graphics and GPU manufacturers focused on raw raster performance we could have games that are as visually impressive as BF1 at a native 4k1000fps by the time those monitors hit the market (within the 2020s)
>>1061748 >despite Because: more ready-made performance boosts = more opportunities to cut corners for in-house optimization. Stop expecting AAA brands to compete on product quality, you've had YEARS to notice the trend is building brand loyalty to then milk it for all it's worth. >something systemic is definitely going on No, it's just the usual combination of profit motive, incompetent execs, and the inefficiency inherent to large organization. You look outside of AAA, and you see people doing high tier optimization work: for fuck's sake, the modders coding the community shaders for Skyrim not only implemented some techniques better than Starfield but also added shit Starfield can't do at all, that's the kind of divide you should expect between AAA and passion projects.
>>1263316 >the trend is building brand loyalty to then milk it for all it's worth. this has been a thing always. not a trend. EA and activition for example already operated like this in the 90s. or eidos with tomb raider. try out an idea and if it works milk it until the devs are completely burned out and the players sick of the games. the movie industry has been using this model for even longer, see all those "straight to video" sequels to 80s action movies.
>>1261892 I'd say 8th gen was peak in terms of graphics. but late 6th gen-early 7th gen was the sweet spot between graphics, budget and development time (minus the piss filter)
>>1061920 Unreal Engine also has some hardcoded specular nonsense which is why every texture looks shiny.
>>1268401 TAA and every texture looking like muddy shit is the worst thing about it, even worse than the shit default lighting used by the nodevs that work at AAA nowadays.
>>1255754 In fairness for Wilds, its rendering a big world at once with tons of higher poly objects on screen. But that's all I want to give it credit for, because Generations Ultimate looks a lot more visually pleasing in screenshots thanks to actually having color and having an art director that knows how to make the environments look nice despite either limited hardware or a limited toolset. Same for something like 3 Ultimate on Wii U. Wilds really doesn't have any excuse for looking badly and running poorly, especially when compared to last gen open world games like Witcher 3 or Batman Arkham Knight.
>>1268003 Oops, I definitely meant 8th gen. Forgot which generation we've been on since I lost interest in modern games
>>1061901 obvious pajeet shill is obvious
>>1061970 >At the end of the day what the hell has come out in the last year or two that uses any of this technology that's worth playing? Unironically Palworld. It looks good, but it'd run better and look better, if it was on a engine that doesn't have all this cancer baked in. One of few games ive bothered to play on my PC, and few games I unironically wish I could also play on Switch.
>>1061817 >There are no real frames I know this is a bait from shill, but I recently saw good video that addresses this. Basically high native FPS gives your game low latency feeling (more responsiveness to your inputs, game reacts to your inputs quicker), something that cannot be faked with frame gen. https://youtube.com/watch?v=XV0ij1dzR3Y
Sorry spurdo, got caught up in the scat spam
>>1070758 Ah the poster child for unoptimized trash. The first thing I ask any retard bitching about FPS issues is if they bought this abomination.
>>1325960 One problem of PC is that your CPU starts perfoming poorer as you start installing more programs (because of windows registry). I ran single core cinebench on safe mode and got quite a bit higher score than on my user. This means if you use PC for other things than gaming, then the games will suffer because of extra programs. The whole thing was called "PC" from the beginning, it stands for "personal computer". It ceases being personal if the prequisite for peak CPU perfornance is fresh clean windows install (which is what tech influencersvon youtube always run when posting those benchmark numbers)
>>1061748 People asked for multiplatform games and acted politically towards this measure. Congratulations to the people, you have won. Everything will be spec'd to the average PC, or Nintendo console, whichever is weaker at beginning of development time. It's still "unknown" which is funny. One of the most successful online marketing campaigns of all time, leveraging the internet to massive effect.
>>1061754 I almost miss him and his funny endless circular reasoning, then I remember how fucking retarded he was.
>>1070540 Raytracing solves two problems that can't be solved analytically (and they're really one problem): Refraction and reflection. Arbitrary curved surfaces are fucking impossible to calculate how they should affect lighting and images. Take the Stanford Bunny, a rather common test model, make it transparent with different refractive indices, and try to find an analytical solution that produces correct results, and then realize that you'd have to do that for every single shape artists want to put into a scene. Now double the amount of work for reflections as well. I really hope ray tracing becomes simpler to implement, higher performance, and devs stop half assing it with only some objects being ray traced. That it gives correct shadows is a nice bonus, but there's already a bunch of solutions for that.
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.
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>>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.
>>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.
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>>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.
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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.
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>>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
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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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