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piece of shit CEO be like by Acrobatic-Monitor516 in PiratedGames

[–]ThreatInteractive 0 points1 point  (0 children)

The Finals & Arc Raiders performance are explained in that very video as well as our first published video.

The depreciation of ABI Graphics and the industry behind blurry messes. by Sharp-Delivery-4477 in ArenaBreakoutInfinite

[–]ThreatInteractive 0 points1 point  (0 children)

jm0112358 is 4090 owner, hardware elitist who spreads lies about our company & message. Possibly an Indiana Jones dev since they used this as a main point at least 50 other times on their account to try to "discredit us"

Here is the clip of us showing the problem with that hideous ps3 lit crap: https://youtu.be/KEtb0punTHk?t=197

The developers of Indiana Jones also recently confirmed they use Lambert ( a 264 year old lighting model that UE5 uses, when frostbite, Gran Turismo Engine, CryEngine (since RYSE), use models that range from 14-30 years old to appear higher quality).

The document shared is filled with lies after lies and jm0112358 is too incompetent to even recognize what the incoherent buzzword riddled statements mean regarding the view modes. To prove jm0112358's incompetence, he was too ignorant to realize we use standard API tools to analyze games and lied for weeks spreading "we use unreal tools to profile non unreal games". He clearly will not be able to judge if some lying UE dev is bull-craping him. The document is written by someone who has zero idea how traditionally rendering works & nanite's view modes.

He then finishes off his message with pleas for sympathy for liars, cooperate bootlickers, & EPIC MEGA GRANT RECIPIENTS who defend unreal, send personal attacks to our team(going as so far as calling us Nazis, AI harassment content, etc), lie about our content by cropping our information data, put words in our mouths to win strawman fights & lie to consumers with incompetently put together information that makes zero sense.

jm0112358 can't even name the issues with UE like we can and pretends we're "grifting" because lying UE5 devs (unless he likes to play dumb as a dev himself) lied about us by cropped out the part of our website where we said we're not looking for funding until we show our game. Watch our FAQ, DF unsub, & 3x FPS video on YouTube if you want to hear more responses regarding our lying "critics".

TAA problem is becoming unbearable. by Sharp-Delivery-4477 in ArenaBreakoutInfinite

[–]ThreatInteractive 0 points1 point  (0 children)

jm0112358 is 4090 owner, hardware elitist who spreads lies about our company & message. Possibly an Indiana Jones dev since they used this as a main point at least 50 other times on their account to try to "discredit us"

Here is the clip of us showing the problem with that hideous ps3 lit crap: https://youtu.be/KEtb0punTHk?t=197

The developers of Indiana Jones also recently confirmed they use Lambert ( a 264 year old lighting model that UE5 uses, when frostbite, Gran Turismo Engine, CryEngine (since RYSE), use models that range from 14-30 years old to appear higher quality).

The document shared is filled with lies after lies and jm0112358 is too incompetent to even recognize what the incoherent buzzword riddled statements mean regarding the view modes. To prove jm0112358's incompetence, he was too ignorant to realize we use standard API tools to analyze games and lied for weeks spreading "we use unreal tools to profile non unreal games". He clearly will not be able to judge if some lying UE dev is bull-craping him. The document is written by someone who has zero idea how traditionally rendering works & nanite's view modes.

He then finishes off his message with pleas for sympathy for liars, cooperate bootlickers, & EPIC MEGA GRANT RECIPIENTS who defend unreal, send personal attacks to our team(going as so far as calling us Nazis, AI harassment content, etc), lie about our content by cropping our information data, put words in our mouths to win strawman fights & lie to consumers with incompetently put together information that makes zero sense.

jm0112358 can't even name the issues with UE like we can and pretends we're "grifting" because lying UE5 devs (unless he likes to play dumb as a dev himself) lied about us by cropped out the part of our website where we said we're not looking for funding until we show our game. Watch our FAQ, DF unsub, & 3x FPS video on YouTube if you want to hear more responses regarding our lying "critics".

UE5 is garbage and people can't change my mind on it by ApollonSerg in stalker

[–]ThreatInteractive 1 point2 points  (0 children)

jm0112358 is 4090 owner, hardware elitist who spreads lies about our company & message. Possibly an Indiana Jones dev since they used this as a main point at least 50 other times on their account to try to "discredit us"

Here is the clip of us showing the problem with that hideous ps3 lit crap: https://youtu.be/KEtb0punTHk?t=197

The developers of Indiana Jones also recently confirmed they use Lambert ( a 264 year old lighting model that UE5 uses, when frostbite, Gran Turismo Engine, CryEngine (since RYSE), use models that range from 14-30 years old to appear higher quality).

The document shared is filled with lies after lies and jm0112358 is too incompetent to even recognize what the incoherent buzzword riddled statements mean regarding the view modes. To prove jm0112358's incompetence, he was too ignorant to realize we use standard API tools to analyze games and lied for weeks spreading "we use unreal tools to profile non unreal games". He clearly will not be able to judge if some lying UE dev is bull-craping him. The document is written by someone who has zero idea how traditionally rendering works & nanite's view modes.

He then finishes off his message with pleas for sympathy for liars, cooperate bootlickers, & EPIC MEGA GRANT RECIPIENTS who defend unreal, send personal attacks to our team(going as so far as calling us Nazis, AI harassment content, etc), lie about our content by cropping our information data, put words in our mouths to win strawman fights & lie to consumers with incompetently put together information that makes zero sense.

jm0112358 can't even name the issues with UE like we can and pretends we're "grifting" because lying UE5 devs (unless he likes to play dumb as a dev himself) lied about us by cropped out the part of our website where we said we're not looking for funding until we show our game. Watch our FAQ, DF unsub, & 3x FPS video on YouTube if you want to hear more responses regarding our lying "critics".

Monster Hunter Wild Devs Based Rendering On UE5's Nanite. by ThreatInteractive in MonsterHunter

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

This game does automatically generate LODs for monsters

We never said it didn't use LODs and we linked to the presentation that showed this. We're not misconstruing anything here.

<image>

Instead of pretending like you said anything relevant to the actual statement made & complaining that we "complain", start looking at the presentation we shared which will provide far more insight than booting up the game and guessing what's going on.

UE5 isn't Killing Optimization! Monster Hunter Wilds is RE Engi- by ThreatInteractive in pcmasterrace

[–]ThreatInteractive[S] 3 points4 points  (0 children)

It probably won't. The cluster sorting is done with compute/mesh shaders. In several games that's only taking a 3rd of the Nanite budget excluding VSMs. The rest of the cost is compute/mesh shader raster & then material evaluation from the visibility buffer.

By the time hardware increases the efficiency of compute/mesh shaders, next generation vertex/pixel shaders will still be ahead like current gen hardware (excluding some AMD quirks).

UE5 isn't Killing Optimization! Monster Hunter Wilds is RE Engi- by ThreatInteractive in pcmasterrace

[–]ThreatInteractive[S] 2 points3 points  (0 children)

It's not going to be. For years gamers & developers have advocated for an alternative to unreal engine. They have been made, and the industry doesn’t care. Games are still being with unreal because it’s the industry standard.

The only solution is fixing the engine by overhauling the graphics to be more performant/better looking.
But first people need to recognize that UE5's graphics are fundamentally slow & poor in comparison with other engines. It's not an engine that makes realism more accessible, it's just an engine that standardizes hideous slow graphics.

UE5 isn't Killing Optimization! Monster Hunter Wilds is RE Engi- by ThreatInteractive in pcmasterrace

[–]ThreatInteractive[S] 8 points9 points  (0 children)

Your first statement is easily proven wrong by watching our actual content. We suggest several techniques & approaches developers should adopt over modern approaches. You're just commenting this to bait us into spamming our video content & to trick people into thinking you're being honest.

Like genuinely i don't think I've seen anything more than pure complaining from you.

We have several videos showcasing games that render graphics in superior fashion to modern games. Keep pretending those are "complaints". We've proven people who attack us don't watch our content and have caught attackers plugining our YouTube broken transcripts into ChatGPT to "understand us".

UE5 isn't Killing Optimization! Monster Hunter Wilds is RE Engi- by ThreatInteractive in pcmasterrace

[–]ThreatInteractive[S] 2 points3 points  (0 children)

Source: https://youtu.be/nWgPtCDXlPc?t=317

Post inspired by this comment.

There is no such thing as an optimized UE5 game because every aspect in terms of graphics is worst than other engine implementations. Lighting model, geometry rendering, SSR, SSAO, GI, AA, shadows. 200FPS blur fest is not optimization.

Also, stop using The Finals & Arc Raiders as UE5 examples because they use the NvRTX branch which 99% of studios do not use. These game prove the only way to get UE5's graphics "more performant" is to replace them with another companies code. It will be the same when it comes to getting better graphics.

Why Do Graphics Look Dithered/Blurry? It's NOT Because it Helps Optimize Games. by ThreatInteractive in pcmasterrace

[–]ThreatInteractive[S] 1 point2 points  (0 children)

DLAA is proprietary hardware accelerated just like TXAA.

The MSAA image is representative of what's happening today:
https://youtu.be/M00DGjAP-mU?t=370

Here's the PDF mentioned in that moment: https://www.guerrilla-games.com/media/News/Files/DecimaSiggraph2017.pdf

(The research is great in our opinion, it's just the motion vectors & choice of MLAA that needs to be fixed)

-------

DLAA is prone to various issues, like jagged edges (a general TAA issue explained here & here)
It's also prone to ghosting because it's over accumulative.

What would work better is MLAA(like SMAA or CMAA2)+Non accumulative TAA.
Video 1 (FXAA+TAA)
Video 2 (Less accumulative TAA with modern motion vectors)
Video 3 (Poorly implemented SMAA+Less accumulative TAA)

The approach is clear & would allow you to move to different GPU vendors.

You are probably wondering why the better taa is more "shimmery". It's a content problem (geometry, shader, and mipmaps) and it's often blamed on more competent TAA.

The content needs to have it's own specular anti-aliasing (conclusion 2 & 3) which is ignored by most modern development because the workflows don't automatically filter, devs forget/don't know, or code hasn't been updated. They just lop it over to smeary prone TAA.

Why Do Graphics Look Dithered/Blurry? It's NOT Because it Helps Optimize Games. by ThreatInteractive in pcmasterrace

[–]ThreatInteractive[S] 1 point2 points  (0 children)

Why don't you first do a basic research on how games work,

You need to do basic research on on how rendering works before taking your ridiculous tone.

Hair & grass are not translucent. They are transparent (which relates more to subsurface scattering) which is why they render inside g-buffers. You're confusing can transparency with translucent rendering. Hair & grass have used alpha to coverage in forward rendering which provides extra sampling on the edges which looks translucent.

Dithering isn't going to add extra samples like MSAA.

kills performance when translucency starts to overlap

You're proving our point right here. Overlap kills performance with all rendering types including opaque meshes. That's why prepassing is done, because z-testing prevents pixel shading invocations that waste performance. You would only overlap if you screwed up front to back rendering.

Alpha to coverage only performs bad because it's usually done twice in pipeline. Half Life Alyx on the other hand renders the alpha to coverage objects once. The depth is present which prevents overlap cost.

Translucents have to be rendered back to front. Show a game where this is done because you're inferring this is what we "moved away from".

You also picked a bad area to defend dithering. The most performant games rendering grass do no dither grass. KCD2, Days Gone, Ghost of Tsushima, Decima Engine games don't dither foliage.
Even games like AW2 don't dither grass.

MSGV did on leaf edges and used FXAA to blend the ordered dithering. FXAA in that game wasn't implemented in a way where blur could be turned off as shown here.
Days Gone doesn't even sort/manage foliage draws to render first without a prepass.

Dithered hair looks worse performs worse if hair is not rendered as g/z-buffer geometry separately: https://youtu.be/SYUL1tt_olk?t=630
MSAA hair is completely viable.

Why Do Modern Games Look So Dithered/Grainy Without AA? by WigWoo2 in pcmasterrace

[–]ThreatInteractive 5 points6 points  (0 children)

  1. Because it looks terrible & we'll prove it even more with future videos. On other subreddits, you admit to being a 4090 owner. Not everyone is playing with path tracing like you. Especially not console players.
  2. We did not use UE tools & this displays how incredibly ignorant you are when it comes to basic rendering despite have posting this lie about us this hundreds of times on your reddit account. Remedy also thanked us for the great feedback.
  3. We did not misuse any viewmode, that person is just too incompetent to understand our videos & data. It's also filled with complete lies.

Please don't send traffic to this person who at best, is often wrong. At worst, may be grifting (he was accepting donations to supposedly fix Unreal Engine).

Funny how we can prove how wrong you are in a basic post like this but you can't even provide anything to prove your claim. You're also lying about the donations. Our website always stated we never asking for donations to fix unreal & allowed people to support us through basic monetization platforms. Lying devs cropped out the part of our website that said this clearly.

At worst, may be grifting

Can you stop being a part of the hivemind and have an original thought?

Why Do Modern Games Look So Dithered/Grainy Without AA? by WigWoo2 in pcmasterrace

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

because it's a great boon to performance

Wrong, it's because graphics programmers want to lie to their producers about "optimizing" and not caring enough to move away from an 8th gen limitation.

https://www.youtube.com/watch?v=lJu_DgCHfx4 This video shows several non-dither approaches working better.

transparent shaders multiply re-rendering pixels for every overlapping

We review modern GPU pipelines & transparencies take less than 9% of most pipelines.

If you take something like hair, cryengine does this much faster than Jedi Survivor which uses the standard UE4 approach.

TAA optimizing is the biggest lie in the industry and only serves to help nvidia.

Why do armchair gamers always have the need to use UE5 as a scapegoat? by TheGaetan in UnrealEngine5

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

It's the engines fault.
Why You Should Blame The Tool (Unreal Engine)

that run terribly like Oblivion Remaster.

And much of the reason why it runs (and looks) like crap is because of unreal's limited & flawed tools.

Why do armchair gamers always have the need to use UE5 as a scapegoat? by TheGaetan in UnrealEngine5

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

Reddit post 2/2

I was expecting him to stop at each section and break down the terms so viewers would have an easier time understanding, but that never came

Because you're supposed to watch out content in order. Everything was explained & your lack of understand of graphics is not our fault. Will you bash blacksmith channel for not explaining every term in blacksmithing especially when past content explains the basics.

This is a much better video that would give you a better understanding on the general situation of modern graphics and the issue with AA in general and why it's not so easy to solve.

Not only did we debunk that video in our first premier. We also explained Digital Foundry's unethical & bias reporting & common mistakes made in their videos because of their lack of graphics understanding.

Bonus, in the video that explained why threads like this prove us right, we also showed how Crysis 3 (the game Alex used to "explain" MSAA pros & cons) uses a completely butchered implementation of MSAA.

All I walked away with after watching the video was “nanite bad,” and not really understanding why.

If you don't understand z-testing, basic table charts, measurements of different rasterizers, context switching, prepassing butchering, cluster logic processing, or subpixel aliasing. Then simply watch our videos.

This will be downvoted because we don't have a legion of defenders on Reddit unlike Epic Games. Watch our videos in order & and to our followers: Witness how our attack continue to prove us right.

Anyone else have this weird flickering efects on UE games? by _ImAle in pcmasterrace

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

It's not a reply for you but for anyone who's interested in learning about Threat Interactive data & research.

Here's our entire video on why TAA is used: https://youtu.be/lJu_DgCHfx4?si=4MjWpTEdrKv2HDKc

And here is another time we talk about it with the context of the many analysis we've done on the channel: https://youtu.be/NxjhtkzuH9M?t=655

Both videos where shared by the person who created the prototype code for TAA(Ex-Nvidia).

There are also no real debunkings. Only People who ride on our channel's name success while hiding our math, putting words in our mouths, defend poor optimization in name of "cinematics", blame peoples hardware, use unoptimized scenes to promote poor tech like Nanite, all because they want to sell you their "UE5 dev course" with terrible advice or smeary UE5 game.

They only exist slander & lie about us. They use vulgarity & petty insults to detract viewers from realising they aren't actually making rebuttals to our points(they can't because we show facts and undeniable data)

We addressed them in this video and this video also includes support from developers like The Churno, Marty Mods, and even recently on twitter you can find Epic Game Developers agreeing with our stance with the neglect of the UE graphics pipeline. Not to mention our founder is the creator of the 1# most voted feedback from the UE dev community.

This video explains why they are dying to discredit us/anyone who rightfully calls out UE5's problem. It also explains why we have amassed such a strong dev following.

[deleted by user] by [deleted] in gaming

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

You seem like the most reasonable person on this thread.

Can you point to other general illumination engines that are more performant? 

https://youtu.be/6Ov9GhEV3eE?si=NFQ0v9QIoWWXBoRd -Dynamic Lighting Was Better Nine Years Ago

Days Gone is a great example too
https://youtu.be/2IeYOECebTA

Cryengine (KCD2) GI takes 9% of the gpu budget
https://youtu.be/SYUL1tt_olk?t=1160

That said, I doubt any experienced dev would not at least consider turning Lumen off. The way you phrase it makes it sound like choosing the lighting tech is an afterthought.

You're not understanding the issue here.

In UE5, lumen is the only options that offers a certain basic level of GI visual quality for most game scenarios while being expensive & overcomplicated: https://youtu.be/EFXWXRfaSPE?t=517

OP's thread is misguided on a few things but also attracted r/unrealengine damage control which is why we will not be responding to any replies. Reports will be sent for this comment with manipulative & false lies about our goals & company by subreddits driven by personal vendettas since we lower the value of UE products and the existence of obsolete subreddits. If anyone/mods has questions about our intentions, simply watch out first video and response to critiques.