The Price of Realism? | SH2R Optimization From The GPU Perspective

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In this video, we dive into how Unreal Engine 5 Nanite technology continues to drag down your game's performance In Silent Hill 2 Remake. Debunk misleading claims made in the community regarding performance and offer clear insight on what could have been improved.

Are you a game developer looking to make your game more performant? After watching this full frame analysis on Silent Hill 2 Remake you will learn discover a real game scenario regarding the viability of overly pushed engine technology and abusive uses of temporal AA/SS.

Are you a gamer or graphics enthusiast? Witness what actually kills performance and where the developers need to improve on in the next update of the game. Draw call by draw call on affordable GPU hardware several times beyond 8th generation hardware and learn about what AAA should be providing.

We are here to provide the PROOF for gamers and guide developers about the modern issues with how realism is being destroyed by poor shader designs. Drop us a 👍's up & subscribe to KEEP the YouTube algorithm on our side! Thank you!

Chapters:
Abstract: 0:00
Why Silent Hill 2?: 0:21
Explaining Optimized Settings (UE5 general): 0:58
PSSR News: 3:38
Fixing The Captured Frame Temporal Issues: 3:58
Dispatches: 6:18
Early Z Pass and Occlusion Testing: 6:36
G-buffers, Quads, and Topology: 7:17
SSAO, Decals, Dispatches: 7:54
Translucents and Lumen: 8:17
Translucents, Subsurface, and Fog: 8:45
Advanced TAA Analysis: 8:54
Motion Blur and Finished Frame: 9:41
Estimated Budget: 9:55
Conclusion 1 (Dispatches) : 10:06
Conclusion 2 (Geometry): 10:55
Conclusion 3 (Lighting): 12:33
Conclusion Summary (with UE news): 13:17
Why We Are Here: 13:52
Outro: 15:40

(invites paused indefinitely)

For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:

Studio Founder:

Special Thanks to our supporters who liked, commented, and shared our previous content and this video!

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1080p, 1440p, 4k, temporal anti-aliasing, TAA, TSR, MSAA, SMAA, FXAA, CMAA 2, DLSS, XESS, PSSR, DLAA, Topology, TAAU, Surface Area, Math, AI Optimization, PS4, Video Games, Gaming, Topology, Silent Hill 2, Remake, SH2R, Bottleneck, CPU, GPU, 4090, 3060, GTX, RTX, Ray Tracing, Topology, Tessellation, Smooth Shading, GTAO, SSR, 9th gen, PS5, Series X|S, Pipelines, Reddit, Youtube, AI, LLM, Shadow Maps, GI, Rendering, Game Dev, Nanite, UE4.26, UE4, Unreal Engine, Threat Interactive, PS5 pro, Remake, Optimized, GPU News, Optimized settings, News, Unreal Engine, UE4, UE5, Shaders, FPS, Math, Surface Area, Lighting, Reflections, RTX, AMD series, DLSS 3.
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PLEASE READ FOR UPDATES & RESPONSES:

1. Watch this video in 4K (as in streaming settings) as any lower compression will hide the visual details discussed.

2. We would really appreciate it if viewers could share on giant game related subreddits. These prevent self promotion but these can really push our channel's success by the thousands.

3. TAA commands though we suggest FXAA since Lumen really doesn't work well with it.

r.TemporalAA.Quality 2
.6 (with vsync)
r.TemporalAASamples 2
r.TemporalAAFilterSize 0.09
r.TemporalAA.Upsampling 0
r.TemporalAA.R11G11B10History 1
100
r.TemporalAACatmullRom 0

This will be the main discord for engine development, news, and Q&A support for developers.

6. Some people seem to have issues with the comment made at 4:25 | Yes, SH2R uses one of the first versions of UE5.
This is still disgusting quality to have been included in a official release of the engine and these issues are still present in the newest preview of UE5.5.

7. We do not care about ignorant statements auguring about our decision to zero-in on UE5 exclusively. It doesn't matter if Unity has a higher market share. The people complaining about a "monopoly" are failing to understand it's already a monopoly! And the monopoly includes the major games that are trying to push better visuals. The list of UE5 games using these poor designs have grown too much! We intend to push graphics as well and show the example of visual quality we expect from an overly supported engine such as UE5. We already know improvements to UE via forks impact the industry as seen with The Finals. That was a performance enhancement, the industry also needs a visual enhancement and our videos prove it will not detrimental to performance on 9th gen console hardware.
If you are paying funds to engines like Godot, don't expect anything to get fixed in the games you'll actually be playing.



9. Stay Tuned*

ThreatInteractive
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The irony of not using the fog to their advantage to hide low quality LOD for performance purposes, when that’s literally why it existed in the original game.

AROAH
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Full triangle meshes for distant trees completely obscured by fog is some real 2024 level problems

kefpull
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This is exactly what we need more of on YouTube and in the gaming scene in general. I may not fully understand around 30% of the language, as I'm not in the industry, but I can see that your heart is in the right place. Protect the consumer and the keep the integrity of your profession alive. Please never stop!

Janosevic
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You think performance is bad in these outdoor scenes? Wait until you make it to the apartments. The main lobby area is a performance KILLER.

CaveyMoth
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Wait, they use real time GI for a game with no day/night cycle?

But.... Why

BSEUNHIR
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To think that in beginning of Silent Hill devs used fog to hide stuff and ease performance load, and now basically right opposite happens

sashamakeev
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crazy how games used to look ok on lowest settings, and bumping them up added fidelity. now max settings are baseline, and by reducing them you are subjected to pixel vomit.

solitudesf
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Ey, that’s me.
Thanks for all the work yall do. It’s always got me scratching my head why games have been so demanding. The ghosting too with reliance on TAA in particular bothers me too. I think we are in an awkward middle ground for graphics and optimization that we will end up getting past, but not yet. Actually hopeful we will- idk if UE5 is in with Nvidia and AMD to push their upscaling tech and raytracing.

Another game that could be fascinating to take a look at is Dragons Dogma 2, the game doesn’t seem to do anything ground breaking (maybe except for a dynamic day night cycle), but it is SO hard to run. Especially at native resolution, the game defaults to progressive upscaling. I also notice tons of dithering in hair and foliage. Sucks with that one too because DD2 is a fun game that shouldn’t be having these problems.

vextakes
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I already hated UE5 being adopted by developers. Forcing people to buy video cards ever-increasing in price for graphical improvements that get overshadowed by a smeary picture and poor performance. Now I can articulate it even better!

hiho
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"The hair looks fine" *shows horribly aliased hair* xD

PXeLIsNotALittleSquare
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14:05 I get the pragmatic reason to focus on overhauling Unreal, but the FOSS ideologue in me feels compelled to point out the effort in Godot and other FOSS projects isn't wasted just because they're not used in industry. I think it's important to have a free/libre floor at least to keep pressure on proprietary, privately owned projects to not screw over developers who trust and depend on them (see Unity's "charge per install" attempt or Microsoft's AI/privacy abuse with Windows).

stormburn
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what is this channel? what am i listening to? its so refreshing! omg no bs!

realmcafee
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Ah the wonders of modern gaming. Pixelated, aliasing, flickering, shimmering, ghosting, blurry, messy visuals, 1080p, sub 60 fps...

markosz
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I hate Unreal Engine with a passion as it entices devs into constructing a suboptimal design.

Psychx_
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If you told me in 2012 that games would look this SH*T in 2024, i wouldnt have believed you

DestroManiak
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when threat interactive posts you dont just watch, you sit your ass down and listen

alexsoundstuff
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I appreciate when someone actually takes the time to figure out why something is performance heavy rather than making assumptions based solely on what they see.

Now with that said, I do also want to remind everyone that when a question is raised on "why did the developers use this non-performant system when there's an obvious better choice here, " the answer DOES tend to be "because the publishers and/or directors told them to."

I'll never forget a back and forth I had with one of the people who worked on the opening to Skyrim. They were talking about how much trouble they had with the realtime cart sequence at the start, and when I asked them "couldn't you guys have just baked an animation instead of making it realtime and having to fix it every time the geometry was changed even a little, " they responded with something like "Yeah that would have been so much easier and would have avoided so many headaches and wasted time." With that response alone, they told me everything I needed to know.

wolfclck
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I would pay this guy to optimize my game if i had one

MatthewRumble
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I can absolutely understand your decision to stay with Unreal Engine, but justifying it by claiming that all other engines are just a wasted effort is ridiculous.
That's like saying you don't need free market because your state already gives you everything you need. And if it doesn't give you something - that means you don't need it.
Sure. Investing into an engine like Godot that is so much smaller and doesn't focus on AAA games might seem like a wasted effort, but with Unreal Engine last time I checked the licensing it said you're not allowed to make your own version without a special agreement with Epic. The fact that Unreal Engine is source-available doesn't mean you can legally sell games running on your own modified buids of the engine. With Godot you can do that, because it's open-source. Unreal Engine is proprietary and source-available.
I hope you're aware of the legal bindings that are present around here.

unfa