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The Insane Optimization of Fox Engine - GPU Entire Pipeline Explained by ItalianJoe in NeverBeGameOver

[–]ThreatInteractive 0 points1 point  (0 children)

RE: He has an extremely anti-game developer stance

This is absolutely not true, we have several developers follow us for a reason (we provide several resources & even some AW2 developers thanked us for our analysis).

We are anti incompetent which there is a lot of. We call out industry names like Brain Karis & Daniel Wright who are largely responsible for the garbage we have in many UE games. People need to stop talking about people like Todd Howard & Tim Sweeney because they are not the graphic engineers

but then he started talking about garbage modern engines this and that and I just gave up on it. I've heard him talk negatively about this stuff so much I can't be bothered listebing to it anymore.

Sorry our videos don't feed into you're toxic positivity delusions.

It's too difficult for these people to comprehend critical thinking that sorts data into dual categories like "incompetent & compete technique". Anyone dev who doesn't watch our content is too incompetent to work in game dev because we provide exclusive data on optimization. Stop listening to those whose brains break under basic facts we prove about modern engine incompetence. They already lied to you regarding this video, they will continue to do so afterwards.

I hope IOI devs can watch this and tell us they aren't using stone age light models by [deleted] in 007FirstLight

[–]ThreatInteractive -1 points0 points  (0 children)

"Don't learn from content meant to rapidly raise your standards in graphics"

I hope IOI devs can watch this and tell us they aren't using stone age light models by [deleted] in 007FirstLight

[–]ThreatInteractive 0 points1 point  (0 children)

<image>

It's funny that you said "unreal strives for realism making everything boring" when our entire message is that UE is too incompetent to provide REAL realism.

Here's the game you're calling rubbery without any raytracing BS & our videos shows how much UE has to be fixed by the developers for this to be achieved.

I hope IOI devs can watch this and tell us they aren't using stone age light models by [deleted] in 007FirstLight

[–]ThreatInteractive -2 points-1 points  (0 children)

Notice how everyone trashing us admit to not watching our content & state "don't watch" "ignore".
They are too incompetent to actually debunk anything said in the video.

The Insane Optimization of Fox Engine - GPU Entire Pipeline Explained by ItalianJoe in NeverBeGameOver

[–]ThreatInteractive 0 points1 point  (0 children)

Our response is justified considering you're a liar who rather buy & play garbage than listen to basic data. We don't hold vitriol for people in the industry; if that where true we would not give praise to titles in multiple videos.

We hold vitriol for people who support a market of garbage & anyone who lies about us is exactly that. It's lying slop lovers like YOU that force us to use aggressive tactics.

The Insane Optimization of Fox Engine - GPU Entire Pipeline Explained by ItalianJoe in NeverBeGameOver

[–]ThreatInteractive 0 points1 point  (0 children)

4x4 bayer matrix (see Days Gone & Dead Space Remake analysis/video description resources) with 2-position diagonal screen jitter & alpha to coverage MSAA (hair & optimized grass works fine).

The deferred rendering MSAA examples usually used (like crysis 3) are butchered. We're going to extensively explain why MSAAx2 is viable with deferred in a newer video (if it was easy to explain, we would just write articles & replies like this).

In fact, the fox engine pipeline is very similar to old cryengine so it's already a good match for deferred MSAA.

The Insane Optimization of Fox Engine - GPU Entire Pipeline Explained by ItalianJoe in NeverBeGameOver

[–]ThreatInteractive -3 points-2 points  (0 children)

How about you stop being butthurt over data & facts. There's no aggressive or hateful language in this video. You're just making crap up because your a UE dev scared that the market will call out garbage that exist in your products.

Thought Schlick-GGX was physically based. Then I read Heitz. by Guilty_Ad_9803 in GraphicsProgramming

[–]ThreatInteractive 1 point2 points  (0 children)

The way you wrote your reply isn't totally clear.

If you're saying that we're arguing that energy conservation should be neglected in BRDFs, that's not what we're saying. Perceptible properties need physically based explanations as this helps with implicit expression (saves on textures & g-buffer layouts, as we don't want smooth terminator maps etc).

Hammon's presentation further enhances the importance of photographic validation as it uses a derivative through BRDF slices presentation which anyone can reference with the MERL database.

How The Hell Did The PS3 And Xbox 360 Even Run This? by TATSAT2008 in Indiangamers

[–]ThreatInteractive 1 point2 points  (0 children)

It's just a lot of careful choices in the rendering pipeline. It's all explained in massive detail in this video: https://www.youtube.com/watch?v=aB5qxp6SPPQ

How The Hell Did The PS3 And Xbox 360 Even Run This? by TATSAT2008 in Indiangamers

[–]ThreatInteractive 1 point2 points  (0 children)

RE: The terrain in the distance is rendered at half the resolution and then tastefully blurred, essentially dropping down the workload of nearly 50% of the screen

No it's not. It's rendered at full res (the link below shows this at the beginning)

RE: The FOX engine was actually one of the most advance of its time. It was among the first to use deferred rendering : the technique that is now standard to all advance rendering engines today including Unreal.

Yeah, but FOX engine implements the deferred rendering in a much more superior fashion in than in unreal: https://youtu.be/aB5qxp6SPPQ?t=749

id Software are really the gigachad of the gaming industry by Ok-Carry-7759 in pcmasterrace

[–]ThreatInteractive 0 points1 point  (0 children)

RE: I understand UE is a very powerful engine, but maybe it's too much for itself, I have seen the engine myself in real-time and it's impressive, just toyed around with it when ue5 just came out, was very very impressed by the lighting,

Good for you, you know nothing but garbage.

RE: people like threat interactive are in fact not helping with that either.

Creating a library of performance standards has already helped guide several developers make better engines & graphics. We also just destroyed the points made by the person you agreed with: https://www.reddit.com/r/pcmasterrace/comments/1psuatf/comment/nvsnsb8/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

id Software are really the gigachad of the gaming industry by Ok-Carry-7759 in pcmasterrace

[–]ThreatInteractive 0 points1 point  (0 children)

RE: One example from Threat Interactive is he opens up a UE scene 

How about you get your facts straight. We simply commented that performance could be increased by 3x with little change in visual quality. It was sarcastic UE shills who believed it was impossible to do and challenged us to do this.

We also just proved UE's deferred rendering is pathetically unoptimized which means our method of optimization would gain even better performance & shows that megalights are being compared to an incompetent system. You should really be laughing about how "how the demo is specifically made to test how a engine would handle those difficult situations" when it's just more proof the engine is garbage. We also stated much more performance could be gained if Lumen wasn't the only dynamic Light compatible GI method in UE (other engines put unreal to shame in this area).

Thought Schlick-GGX was physically based. Then I read Heitz. by Guilty_Ad_9803 in GraphicsProgramming

[–]ThreatInteractive 1 point2 points  (0 children)

And then I find out the "classic" microfacet BRDF doesn't even conserve energy in the first place.

This is your problem & it's being taught to you by your teachers(book/paper authors etc) who are going by outdated philosophies. The most important thing is photographic validation and it's the reason why techniques like energy-preserving Oren–Nayar (EON) are honestly extremely boring & overrated.

Two games really prove how important photographic validation is: MGSV & Callisto Protocol

Both games store photographically inspired BRDF parameters (not in g-buffer, but in separate LUTs) for materials, one looks better than most games put out today & one remains peak rendering quality.

So many people spit on burley diffuse because it isn't "energy conserving" yet it looks a thousand times better than Lambert because it emulates quantified material differences (retroreflection, diffuse fresnel) but many leading engineers will downplay implementing burley over lambert because of "it's not worth it because it's not energy conserving".

It's highly suggested that you watch this presentation. A major goal for development was using the the simplest arithmetics as possible yet nothing on the market has come close in a quality/performance ratio: https://gdcvault.com/play/1029339/The-Character-Rendering-Art-of

The most physically accurate results (callisto BRDF) were not achieved by "following the books", it got done by referencing the the advice of competent artist which many of the authors of the content you read from are not trained in. They are just programmers at the core.

So again, what's more physically accurate:

A: The method that follows a theory created the the limited scope of our analyzation methods.

B: The method that actually looks like reality (confirmed via photographic error)

Sometimes it can be both like callisto/burley as both are maybe not "energy conserving" but still go through great lengths in matching well documented/quantified properties of real materials.

Do not let people who bombard you with "I have 10 years of experience in this or that" distract from logical conclusions or dictate what is or what isn't "correct" as many of them never use their eyes like artist do. To make things clear, the artist ability to reference reality is the complemented skill, NOT the creative aspect as throwing in random "imaginary" behaviors is not the intended goal for what we are discussing here.

it tells me Schlick-GGX isn't physically based. I cried. 

Hopefully after studying the information & philosophies here will help you look at things with a more progress oriented perspective.

How Textures & GPU Utilization Make Or Break Optimization by TaipeiJei in pcgaming

[–]ThreatInteractive -9 points-8 points  (0 children)

RE: Kevin is the only "member" of threat interactive. He loves saying "we" in reference to himself and himself alone. 

This is a lie. We are a team of people & you're pretending to have proof of this false assumption.

RE: The main thing is he has no idea about the reality of game dev or any dev for that matter, which you can't learn in googling UE5 pipeline facts.

This is a strawman argument/attack. Google can't even explain the g-buffer layout in unreal. The majority of your reply is just based on subjective insults.

Bias Free Shadow Mapping: Removing shadow acne/peter panning by hacking the shadow maps! by Avelina9X in GraphicsProgramming

[–]ThreatInteractive 2 points3 points  (0 children)

Great findings! You made excellent points to the haters in the thread & we hope to get this more mainstream!

Nintendo Switch 2 Games Are Set To Look Better Than Ever With This New Tech by DevouredSource in NintendoSwitch2

[–]ThreatInteractive 2 points3 points  (0 children)

Monster hunter doesn't use Unreal Engine,

The engine is literally made by UE fanboys: https://youtu.be/Ls4QS3F8rJU?t=836
So it's major case against UE.

Don’t be a skeptic, much of that is over exaggerated. I’ve been learning game dev for the last few years on UE and it’s fantastic.

No, it's not. If you only know UE, then you only know garbage. Look at other engines & technologies/workflows.

Basically, everyone here saying any criticism against UE is purely bullshitting and talking out of their asses.

Now come up with an actual argument against the massive amount of data we've shown about UE. It doesn't just perform & stutter like garbage, it looks like garbage too.

Can't play the last bosss fight, performance hell, UE5 is destroying these new games by davisao11 in ValorMortis

[–]ThreatInteractive 0 points1 point  (0 children)

bullying and censoring is not the way to prove you're right.

You have a big platform now, make a video

your arguments boiled down to nuh uh, all these other people are incompetent liars therefore you should only trust me

We have evaluated you have serious comprehension skill issues and have determined replying to you is an absolute waste of time. We are simply here to state you are just repeating lies about us. Lies that you, yourself cannot even prove.

Lies are infinite. We will NOT reward liars with responses.
The moment we respond to one lie, then we have infinite responsibly & more assumptions aimed at us. If you don't like the way we run our business; cry more because that's all you can do while we grow.

Can't play the last bosss fight, performance hell, UE5 is destroying these new games by davisao11 in ValorMortis

[–]ThreatInteractive 0 points1 point  (0 children)

RE: subsurface scattering?

Because subsurface scattering has been around 10 years and every game including callisto is using it unless you turn it off.

It's like saying faces need eyeballs. Everyone already know that and they they already have eyeballs.

The video was not about just faces, so that's a lie. Faces are used because they detailed in terms of BRDF expression. The video was about BRDF (completely different subject than SSS) & richer material/optimizing graphics so that artist stop compensating with overly complex garbage.

RE: Sometimes you do get criticism

We've talked about this on the channel. OP is referring to lies as criticism.

You are proving their point that you take criticism badly.

0/10 ragebait.

Can't play the last bosss fight, performance hell, UE5 is destroying these new games by davisao11 in ValorMortis

[–]ThreatInteractive 0 points1 point  (0 children)

Threat interactive is lying about having a company with multiple people working for it, to say he runs a company is plainly a lie.

You have zero proof of this. It's incredibly stupid to assume our videos are made by one person. We have discussed this several times, you just want to invest more time in listening to people who lie about us than actually watch our content.

He is asking for a lot of money in donations while not being transparent about the use of the money.

Wrong. You're watching people who cropped out our website information. Are you going to attack digital foundry for the 20K they make on patreon which simply supports thier productions as we've stated the same?

He uses the copyright system to block criticism and deletes comments negative of him and his points.

You don't need a single clip to prove us wrong. Simply quote us correctly.
We have to right to prevent low engagement losers from boosting their content with our hard work. We do not get criticism, we are attacked with complete lies and personal attacks. Stop listening to videos that cobble together unnamed/photoshopped troll accounts attack us personally.

He has lied in the past about his experience in the field, and is clearly insecure about the fact.

We've never lied. You can't even find a quote from one of out videos to back this up.

 and shouldn't be donated to unless he presents actual evidence to the results of the use of the funds.

Our videos the use of the funds, and we've stated this several times. We would not be making videos (that outline our development reseach) without financial support.

That said, he's not a good person, he is very insecure,

That's a conclusion you'll get when you listen to people we've stated are incompetent & hypocrites. You do not seem more intelligent by pretending to have a "balanced opinion" by throwing an ad hominem. You just look like you can't think for yourself.

I wouldn't trust him with leading actual change in the space.

News flash, we already are.

 honestly I am 100% certain, that if he fixes his attitude towards criticism he would get a lot more praise from the comunity

That is pure 100% cope because if that's not true, then that means many devs are actually trying to defend slop. We DID the polite bullcrap for years, and we saw the same exact toxicity then which lead to the videos being made in the first place. These people CANNOT be fixed. They do not CARE about progress and they never will.

Switching engines won't magically fix incompetence. by TheSilverSmith47 in pcmasterrace

[–]ThreatInteractive 2 points3 points  (0 children)

Claire is doing next to nothing for real time animations and physics calculations...

The oblivion remake performance is not destroyed by physics & animations. The animations have nothing on Nanite/VSM: https://youtu.be/Q0yfz8GO9ic?t=74

Clair Obscur on the other hand has useless computations for particle effects that take up MORE time than the animations in Oblivion remake: https://youtu.be/Ls4QS3F8rJU?t=417

Bonus info: When Clair Obscurs visual effects are above medium, another 1ms is wasted computing hair animation.

Stop pretending to know what's happening in games. This shows companies your easy to take advantage of and your doing it because digital foundry has created a culture of ignorant guessing You're acting just like this person who said grass was killing GI in Alan Wake 2 which didn't even use RTGI unless PT was on: https://youtu.be/0njXa-OknIs?t=11

TI is he says he can do better

We've shown other people have done better along with taking on challenges showing we can do better. Challenges given by haters at that.

devs typically will purposefully make a scene more taxing to keep a level framerate throughout a game. 

That's just stupid practice & excusing for not optimizing areas properly. Having better running area;s means better room for more dynamic content.

meaning why have one scene run at 90 fps then the next at 60)  Optimizing one scene does nothing unless you match the framerate with the entire game.

90% of what we discuss applies to other levels. We do 5-10 captures per game to discuss comment issues. It also doesn't matter if one scene is unoptimized. It needs to be criticized.

Switching engines won't magically fix incompetence. by TheSilverSmith47 in pcmasterrace

[–]ThreatInteractive 0 points1 point  (0 children)

No one seems to actually be able to explain what the issue with unreal engine is though.

You are kidding us? We have an entire channel explaining the issues.

Switching engines won't magically fix incompetence. by TheSilverSmith47 in pcmasterrace

[–]ThreatInteractive 0 points1 point  (0 children)

Upvote to combat the UE5 shills & defenders.

Automod kept preventing the full post from being posted.