#▫️Jedi Ultra+ and Emotional Support Group
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OH MY GOD i found it
of all the freaking things!
why didn't i bifurcate this earlier 
oh my god he has normal eyes
thank god
its not like he was looking in the dark constantly
what ended up being the issue?
subsurface scattering is bugged if you run it at full resolution
so I guess they've modified it somehow. in Hogwarts SSS affects the eyes and makes them skin coloured which i think is the old default UE behavior. I bet Respawn fixed this but broke running it at full res
no... it is a little bit in Fallen Order 🤔
yay omg that drove me mental
more than usual 😂
Is getting fair to ask that Respawn asked ChatGPT how to make this game?
Maybe rename it to Koblow
the scripts for loading parts of the level still a problem?
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Are you a game developer looking to make your game more performant? After watching this full frame analysis on Star Wars: Jedi Survivor, you will learn about several topics su...
This was a pretty good watch.
Oh, it's that guy
I saw his two other videos, dude seems like r/fuckTAA truther with the axe to grind with Epic
His nanite video was especially funny, he rants for the 12 minutes about how unoptimised it is, claims that you can archive better results using traditional methods and "good optimization", only briefly mentions that said "good optimization" would consume a metric of ton man hours and resources (you know, the thing nanite is meant to avoid), but concludes that someone should make and AI that do this for the devs
But not Nvidia , because NVIDIA IS EVIL, THEY MADE DLSS AS A HACK FOR THE LAZY DEVS
that's not to say he's entirely wrong, but his conclusions seem completely backwards
I haven't seen this guy until now, but, my immediate thought before he got into anything is...if you're going to read written commentary, better to do it without your facecam. You look like a AI-generated bot when it is abundantly clear you're scrolling a screen and reading lines left to right.
So he thinks AI is fine if it saves a dev recursive work, but it's not okay if Nvidia wants to use it to upscale an image to save GPU resources? That's quite the spectrum of greys.
I mean, not saying that argument can't be made, but you'd need some pretty clear evidence to point out AI is good here, bad there. If we are boxing that into the context of video game optimization.
Pretty much
Yep
Yes
Most epic video uploads now have him at the top loudly yelling about the conspiracy that is TAA
Sorry that wasn’t supposed to be a reply
r/fucktaa is genuine brainrot
most of gaming reddit is
Next time I go to play a game and I know it has TAA, I'll remind myself that's a result of a conspiracy.
I heard it on the Internet, how could it be false?
Not at all. No one would be devious in an attempt to achieve lots of fake internet points.
It's really funny, he'd have better success going to war with Motion Blur than TAA. And even then, that's also not a conspiracy.
Thing is they aren’t lying
Like
They believe what they are saying
Genuinely just a subset of people that believe old-school rendering techniques were already peak and fail to understand how we can do things better.
Developers and publishers could do that, I think their question would be "Are willing to wait 10 years and pay $200 for it?"
MSAA isn’t perfect, post process AA sucks, and SSAA requires a high end gpu to run a game on a 1080p screen
(And a nuclear gpu to run on a 4K screen)
I think there's also a 'chasing perfection' obsession that too many people are fixated on. If we talk about realism, things look shitty, distorted, and out of focus all the time. As if the concept of 'photorealism' means everything is flawless, which it isn't.
Tbh I think temporal AA is a good thing in the sense that real life is movement. Static images are something we created.
Motion in real life doesn’t look like that so smoothing it over makes sense
I was honestly just thinking about that. If you look out over distance at some trees - at some distance they will just look like a blurry, green smear. I was specifically imagining how that looks when you're riding in a car. You know those are trees, but you don't see much definition. It's just a lot of green.
In an odd way, while I like games to look good, I don't need perfect realism. Not sure I'd want it. I can play Survivor (just to borrow the topic) and escape into what is going on, partially because I know it isn't real so I engage myself to suspend reality for a bit. That's what makes it enjoyable. A future where we can't tell the difference like The Matrix is kinda scary.
This is something I always like to brought up, if we're aiming for the photorealism it makes sense to emulate photographic artifacts too
Photos are made with lenses, lenses are made with glass that will always distort the image to the degree
Our eyes aren’t perfect either
No matter what, a pristine digital image is rarely the most accurate
true, and our brains can misinterpret the information (and often do)
I've looked for scripts but haven't been able to find any yet, but yes... oh! that tunnel and some spots in Koboh... maybe they're treated as doorways? this would make sense. that could trigger loading
yes basically I had it running perfectly smooth everywhere but Koboh
but... there isn't any baked lighting that I can see? I've told the engine to disable it all, and even set light and shadow maps to 32px and it makes no difference
I got my hands on an ETL trace from Jedi Survivor. Strap yourselves in fellas, this is amateur hour...
i disagree with him on TAA (and his TAA settings)... yes the overdraw issue is significant. however i've already done a lot of the recommended changes, and it hasn't made any difference... that segment of 1500 useless draw calls is also very interesting
same with this, i've moved the blocking render thread call(s) to spawn into game threads (as they should be, i believe), but again it doesn't fix the constant stalls (i'm calling "stutters" == "stalls" in this game, because they're so bad)
this is assuming the UE commands are even working. Respawn appears to have modified octree culling and several parts of the async process, depth order, HZB, etc........ as i say, this is where most of the problems start. DON'T modify UE's code paths. they work really well (with the correct settings) and it's usually trying to solve symptoms, rather than getting UE working correctly to start with and then working on root cause issues
which is why this game has been such a pain in the ass to even fix
i guess i'm going to have to start looking at the CPU / GPU frame for every change i make to see if they've even worked...
or at the very least, implement code changes as plugins so they can be disabled for PC ... if you're going to spend your life optimizing games for consoles, at least disable all that stuff for PC if you're going to spend almost no time optimizing PC
/end rant lol
I belive recent CDPR presentation said the same
Don't modify the core systems, turn your changes into plug-ins to make them more forward compatible
oh thank goodness if that's their strategy for future games
i haven't looked at whether i can disable Respawn's modified culling methods, simply because it seems to be hacked into so many systems
wait what
left i've enabled HZB ... look at the draw call difference
(never mind my completely screwed up scene, i'm disabling things to test)
where is my alpha channel 🤔
also something else interesting i hadn't noticed before
... look at the frametimes for paused vs. unpaused
@sturdy fractal what do you make of this? (or anyone)
also @rough moss and @jovial patio ty for those links... while i don't agree with everything they've said, it's given me a lot to think about
NP. I figured right or wrong it’s at least interesting.
doesn't appear to be animations causing that much frame time. physics?
yes absolutely
well there's 1ms found by enabling p.RemoveFarBodiesFromBVH
idk what UE defines as 'far' though lol
it doesn't appear to be physics. disabling parts of the physics system has no effect
is it animations or IK ???
wtf is going on here
on tick game logic?
yes I'm assuming so, but it shouldn't be that big?
well, I've never seen it that big!
lmao so to speak
You mean in third person games? Lenses nowadays are really really good, but games still try to “emulate” 70s/80s technology. First person games with lens distortion effects are just stupid imo.
In general
As for the fps games: you're not looking at the virtual world through your eyes, you are looking at the flat display showcasing said virtual world, the same way you consume any other visual pice of media
Now, VR, I can agree with that, but for the flat 2D I don't really care
It's the same principle, first person or third, it's still a virtual camera
We have the opportunity to use flawless lenses in video games, why should we still use old and dated technology? I don’t immerse myself in movies but I do in video games. I agree that film grain is a good thing, it hides flaws and helps with sharpness but lens effects like CA or LF are almost always bad looking in realistic first person games imo
DoF is not realistic but it can be useful too
Because there are no flawless lenses I real life, and again, assuming that photorealism is the goal
Human eyes absolutely blur out the things that are out of focus
yes but thats impossible to realistically emulate without eye tracking
true, but video game lenses are always bad quality for some “artistic” reason. The amount of CA we usually get in video games is hilarious
for star wars games I like whatever looks like or is at least reminiscent of the movies
I dont mind these effects in third person games where its part of the art direction
like in SW games
CA is still too strong though
That entirely separate issue really
how so?
Thats my main problem that even modern looking games “use” bad lenses
all video games are directed by Zack Snyder these days
Unless you are going for the specific, stylized look, you should keep those artifacts borderline unnoticeable, just like they would be in the life action footage
Same with the DoF really, most cutscenes look like if they where shot with ultra telephoto lenses
This isn't the problem with the effects themselves, but how they are being used
Video game devs want really hard to emulate movies but don't really understand how movies are made, how cameras and lenses and celluloid work
I can agree with this, I don’t hate the effects, but the poor implementation
Zack Snyder respects only one cinematic rule - the rule of cool
And yeah, this is very much the case for the many game devs
That Kena game is a good example of the opposite - devs came from the VFX background, they understand the cinematic language, all the FX are applied tastefully to the great effect
Shame that the game kinda bored be after a few hours, it was very pretty to look at
in a lot of ways I actually think Fallen Order looked better. they had more limited tech and used it a lot more cleverly. there's many times I go "wow" at that game. Survivor has more technology but I don't get that as much
Oh yea, that game is beautiful
Yeah it almost like it was put together at gunpoint
survivor? yeah. it's like FO relied on artistic expertise and survivor relies on technology. I would always prefer the former
Kena was great, agreed that it’s very cohesive with how it looks.
yeah i'm sure they probably get stuff wrong but good reference i guess to work against
yes... also his description of how TAA works, using a buffer for every history sample, is wrong. TAA uses an accumulation buffer for the jitter information, which is a single frame buffer, not a frame buffer per history sample. so reducing samples does not reduce frame buffers, nor VRAM. it's also not true that TAA causes smearing, at least not if it's set up correctly. he then disables TAA Gen5 with the suggested command, which reverts to a lower quality older generation TAA. quite weird
I have no frame of reference with this guy but he seems like fresh out of comp science degree or something
Not really constructive, but he looks a bit like a Ken Barbie doll 😂 He has a calming voice though.
Hmmmm, he seems soooo calm and constructive in this video, have a timestamp and link to the video you mention with an example of the behavior you described?
sorry for giving my opinion i guess? yes he definitely does lol, i can't tell if he knows what he's talking about or is just another youtube grifter
He made only one video about nanite so far
One of the comments below said video
The Unabomber did read his own manifesto and he liked it. A lot. Besides the goings-on it was a massive flex of ego, trying to proclaim he was smarter than everyone. Not something I like in people, but I'm not that commenter.
The Unabomber did read his own manifesto and he liked it.
I didn't know that, lol
To be clear, he didn't publicly read it like on TV or radio, but several versions of it were found, suggesting he was reading it to himself a lot.
It was printed in the major newspapers though.
It would be interesting to hear him comment on the way the world has developed if he hadn't resorted to that whole bombing people thing. He would have been a fierce opponent of video games, but if he could have expressed his views with some rationality and not resorted to indiscriminate harm, I would be okay to hear it out even if I did not agree.
Lol, I meant I was not gonna be very constructive with my Ken comment haha. Don't worry man.
I appreciate it even you being critical of random YouTubers... better than swallowing everything some random dude or gal says
that... makes no sense. software genetics would be a possible tech for frame time optimization. but AI is hopelessly inaccurate
oh that old chestnut
You wouldn't know that if you're drinking the cool aid
lmao
I am not drinking Altman's drivel
"o1 can reason" ... well, it can kind of self reference itself now. I'm not sure I'd define that as reasoning by any scientific definition, but okay...
but let's not get onto THAT rant
Yes, you are
no I can't stand him
And it's gonna cost even more
"non-profit"
yes and meanwhile they're just burning energy
never mind using analog AI chips or groq's chips. just *blitzscale bro
yes...
How much longer until AI hype goes away? Will it ever?
My company's push to AI seems to have kinda stalled out a bit
I hope it will soon; with OpenAI going likely fully for-profit soon I'm worried they would keep putting all their focus on what keeps bringing in money now: an AI that doesn't know what it is talking about really, doesn';t get context and often hallucinates information.
If AI-hype as it is now comes crashing down, these companies would be forced to put money in researching actual AI-technology that understands what it is talking about.
Like if you ask an AI now do draw a photorealistic image of the awesome woman Sammi Lucia, it will draw things that we interpert as a woman, but ChatGPT doesn't know what it is drawing, only that with my input, that is what the result should be.
It doesn't really know really what her fingers are, for example
There was one dude on world science festival saying he believed consciousness was linked to our specific biology. So it's imossible to create a conciousness without an organic body
like our thoughts and stuff are guided by our physiology
and our specific senses
I’ll be dead in the next few decades (44).
Thoughts on a delta time fix for this game like what Alex showed in the DF Silent Hill 2 video?
He showed how the fix would break with anything other than a 30fps cap. But maybe you could just set delta time to whatever your target framerate is?
I've seen people reporting that using in game frame cap fixes delta time issues
But the cap must match the refresh rate
Is that even possible to hack in as a modder?
I did notice there was a UE4 game I played recently and when using the in game cap for 60 FPS it was a perfect 16.6 ms with RTSS. Was very smooth.
Forgot which it was.
is there a documented way to get frames smooth? like from Microsoft? like why does it happen at all? are they just not respecting the draw time budget or is something else at play?
I recall some videos early from Survivors’ release that were demonstrating Koboh not stalling/stuttering at all if you locked to 30FPS. Fallen Order also had this behavior - the further away from 30FPS you got, the issues would intensify and become far more noticeable.
I did not know any better at the time, but I suspected something like “did they port the PS4 version to PC and leave something set that only works at 30FPS? “ Sammi explained to me later of course it isn’t that simple.
@ocean hollow Hey! Are you still working on the eye fix? Or was it released and I just missed it? 😄
his delta time method fixed it, but the root cause is the RHI. I've learnt a lot (more) from SH2 which I'll backport to Survivor. I've just posted a video of SH2 running stable at 60 fps #1291021198628618353 message
the wildcard here is Respawns modified UE streamer. game devs should NOT modify the streamer code
fixed a week or two ago 😊
Oh nice! 🥳 But where can we get it? The last version you released was 4.2.5.
that should have the fix. i'm going nn's 😊. i can check tomorrow
pretty sure i've just bisected the last hitch in SH2 #1291021198628618353 message
Survivor doesn't have these same commands, but i might find a way to backport the fix. the physics frame time in Survivor is astronomically high
this is my latest test, i have no idea how it runs 😊
Awesome! I will test it. Thanks! 🙂
did you ever figure out why Toa’s tentacles don’t move in the cantina @ocean hollow?
they're supposed to move?
idk, someone was saying "hear ears are just round nubbles now" ... and yeah, that's just how they are 😜
lol. The last pak I tried they just kind of poked straight out and didn’t hang like they where supposed to. Thought it could be a physics or animation thing.
Yeah, +1 they have always been broken with the mod
but then someone said that's how they are in vanilla?
They moved. Or at least draped down
I know this is a pretty old post, but what did you change to allow for only 1ms per frame for shader compilation
Is that something you could change in engine.ini
Or does it require deeper changes, and is only possible with a pak mod
r.ShaderPipelineCache.BatchTime 😊
no it can go in the engine.ini
Ah, tysm :) would it make sense to lower this to 1ms like you said and then enable CreateShadersOnLoad, for a ue4 dx11 game that normally has shader comp stutter
yes you can lower it to 1 to 2 ms usually works well
you might also want to lower r.ShaderPipelineCache.BatchSize ... it's normally 50, but i find 30 works better in most cases
generally you don't want to enable r.CreateShadersOnLoad because all that does is try and create them all as soon as they load, rather than over several frames just before they're needed
but this can vary depending on the game, so it's worth testing
there is also niagara.CreateShadersOnLoad, which is the main switch for this for newer games, since most newer games use Niagara