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One thing I would love you to touch on is mesh shaders, which upon a quick search, allows developers to send geometry data to the rasterizer directly. This technology isn't common place yet, but seems like an alternative to the primitive assembly and will probably grow with popularity, as all modern consoles support this.
ОтветитьYou're amazing, glad to have found this channel. Thank you for this easy to understand and useful information!
Ответитьso scale up your models...
don't use tiny triangles....
and use imposters wherever... even the vents.
"Back in the 90's" shows Kai from Lexx
There are dozens of us!
As a regular gameplay engineer, we typically don't go anywhere near the graphics pipeline. To be honest, I didn't even know we had a few rendering engineers until recently, and I've been at the company for 7 years. I get that the most natural overlap is with the Engine team and the Technical Artists ...but I'd be curious to know if there'd be any practical value in more overlap with us regular engineers —especially on the topic of compute shaders.
ОтветитьA video like this on how Nanite and mesh shaders work would be great, imo.
ОтветитьI learned nothing
ОтветитьVery interesting video, !!! To resume it, does it mean that using imposters is better than LODs? And if we use LODs should we hide them not when they are very tiny but instead a little bit before?
ОтветитьVery interesting video, I’ve always wondered why more/smaller verticies were taxing on preformace and I’m glad that you made a video explaining it in a easy to understand manner
ОтветитьYou have by far the best game optimization content I’ve come across, can really tell that you know what you’re talking about and not just repeating words said by someone else. Really love the way you explain things with just the right amount of information for you to be able to understand these things fundamentally and really grasp the mechanics 🙏🙏
ОтветитьTo bad Unity doesnt have Nanite, then Cities Skylines 2 wouldnt have been that taxing (city pun intended). I think. I'm a layman
ОтветитьMinecraft Not Included
ОтветитьI know it's a bit tangential, but this video reminds me of the PS1 vs. N64 debates. The debates went on about how the PS1 could move more triangles, so it was the superior platform. However, the N64 could do more with the fragments, so was better with post processing, so was actually better. (I personally hated the PS1's warping planes, so I feel it's fair to call the N64 the winner myself)
ОтветитьYou sound like the convenient store worker from family guy
Ответить“I’ve always been interested in optimizations” man I wish this was a requirement to work for any big game company 😭
ОтветитьGPU manufacturers know what they are doing.
They could definitively make a GPU with 100x performance improvement, but what good would it be for them?
They would just sell their last GPUs and then nothing, everyone would have what they need.
Obviously they would want to keep the market and milk everyone as much as they could. This is just logical.
In intro to 3D modelling we were told very sternly, "keep the triangle count to a minimum, and remove as many unnecessary triangles as possible.
So this is nothing new to my ears... but it is fun to listen to anyways.
Was going to go watch some TV show about ww1 pilots but now I know how to GPU instead ❤
ОтветитьGreat video, even tho I doubt I'll be working as a game dev. I am always happy to learn more about optimisation methods, who knows I might make my game as a small hobby passion project on the side
ОтветитьI love this stuff optimization is my passion (in gaming)
Ответитьwhen devs blame player's poor hardware for their bad optimisation - looking at alan wake 2
ОтветитьI'm tired of hyper realistic graphics, stylized far more better for performance and visual appealing. Also hyper realistic graphics lose it quality at very fast rate, stylized in another way stays good for long time zelda wind waker as example
Ответитьdefinitely the voice of someone who works with shaders for a living 😅
ОтветитьPlease eliminate the vocal fry from your speech, it's very hard to listen to.
ОтветитьIdk why but i thought the red bunny was big chungus lol
ОтветитьOne thing this video lacks is fillrate visualization on rendering different subdivisions of that circle. The center of that triangle fan gets absolutely hot!
ОтветитьI used to look at super Mario 64 with those flat trees that would always face you. I would say those look good except it was like a trade-off for them. Looking good. Verse them looking like they were always turning towards you
Ответитьbeen hoping for content like this for many years, great job
ОтветитьThank you, Bob's Burgers
ОтветитьSo this is why flight simming on the pc is so laggy.
ОтветитьThe best example i can call off from memory is GMOD’s Flattywood sign. I always thought it was a model from the distance it was. It isn’t.
ОтветитьI did not expect to see the last of the Brunnen-G in this video.
ОтветитьWhat is that game at 25 seconds?
ОтветитьGreat video, very technical but clear witch is really great ! If you like it, keep up the good work
ОтветитьIsee so AMD is ATI ... thats neat. I thought they were seperate.
ОтветитьKai from lexx wow😮
Ответитьyour voice reminds me of bob from bobs burgers
ОтветитьI'm a little confused, could someone explain to me why then we keep working in triangles and not say squares?
With squares we wouldnt have the issue of wasting gpu power since u can easily make a square with lots of smaller squares
Great video!
ОтветитьPartly explains people saying "It's Unreal Engine. It'll run on your PC."
ОтветитьThat's something Tarkov developers should definitely watch
ОтветитьAmazing teacher definitely gonna buy your courses
ОтветитьThe modern society, is throwing gaming under the bus, thanks boomers
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