Threat Interactive
Why You Should Unsubscribe From Digital Foundry | Protecting Game Graphic Standards
updated
We also don't sugar coat the issues found in this title. Using our own goals on 9th gen development, we outline where 9th gen can enhance this titles' flaws.
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, workflows and false narratives. Drop us a π's up & subscribe, and watch the whole video without skipping to KEEP the YouTube algorithm on our side! Thank you!
Chapters:
Intro: 0:00
Why The Industry Needs To Be Reminded of Days Gone: 0:37
Days Gone Optimized Settings & Engine History: 1:13
Completed Frame Comments & Odd DLSS Relations With TAA: 1:47
Frame Start Up & Lack of Bloat is Already Seen: 2:50
Prepass & Explaining Lack Of Context Optimizations: 3:02
BassPass/2nd Geometry Pass & Forward Rendering Likeness: 4:01
Texture Micro Detail Depth Illusion: 5:29
BassPass/2nd Geometry Pass Ending Draws: 6:18
Culling, D-Buffers, G-buffer Decoding, Misc: 6:44
SSShadows, Shadow Maps, Proving More Issues With Modern Titles: 7:10
Cheap Cubemap Updates & Optimized Dynamic Light Interactive GI: 8:29
Direct Lighting: 10:33
Translucents, Post Processing, & Estimated ms Budget: 10:47
Conclusions(Foliage): 11:06
Conclusions & Ultra Zoom(Dithering Lessons): 12:03
Final Conclusions: 12:58
GitHub News and Developer Resource Goals: 14:19
The Importance Of This Channel & What You Can Do To Help!: 15:27
Outro: 16:06
Our Website: threatinteractive.wordpress.com
π¨ Official Threat Interactive Discord π¨ discord.gg/F6vrCPwz2j
(invites may be temporarily paused due to moderation cooldowns, check every week for a link update on the newest video)
For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:
Email: ThreatInteractive@gmail.com
X / Twitter: https://x.com/ThreatInteract
Reddit: reddit.com/user/ThreatInteractive
LinkedIn: linkedin.com/company/threat-interactive
Studio Founder:
X / Twitter: https://x.com/TheKevinJimenez
Credits & UE5 Developer Resources:
bendstudio.com/blog/inside-bend-screen-space-shadows
unrealengine.com/en-US/blog/unreal-engine-4-11-released
unrealengine.com/en-US/blog/unreal-engine-4-14-released
github.com/EpicGames/UnrealEngine/pull/9288
github.com/EpicGames/UnrealEngine/pull/12695
github.com/nicholas477/SMAAPlugin
blueprintue.com/blueprint/a-pi0wfq (bayer shader)
youtube.com/watch?v=vef_ZPLhjt8
We prove the people who insult us do not watch our content or ignore crucial statements we've defined. Despite these attacks, we show many developers and major industry names have applauded our work because we stand for a new direction consumers and developers want for their games.
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, workflows and false narratives. Drop us a π's up & subscribe, and watch the whole video without skipping to KEEP the YouTube algorithm on our side! Thank you!
Chapters:
Intro & Abstract: 0:00
Scenario & Optimization Goal: 0:56
Butched Lights: 2:02
Geometry Problems & Core UE Issues: 2:35
Solutions & Goals For Improvement: 3:53
Poor Plugins & Changed Settings: 4:48
Performance and Visual Ratio Achieved: 4:58
Get Over It & Instead Remember This Fact About UE: 5:22
There Is Way More Room for Improvement Visually and Perf Wise: 6:03
Threat Interactive Focuses On Real Problems That Affect All Games: 6:24
The Powerful Shift TI Has Created & Who Wouldn't Like That: 6:58
The False Information Surrounding Threat Interactive: 7:40
The Important Context of Our Attackers & The Problem Spot in Game Dev: 8:06
Not Only Gamers Support Us, Major Devs Are Giving Support Too: 9:59
If They Can't Argue With Us, They Will Only Insult Us: 10:52
We Outline Industry Goals Developers & Gamers Can Agree On: 11:51
By Not Diluting Reality, The Answer Becomes More Clear: 12:15
Thank You All & Outro: 12:42
Our Website: threatinteractive.wordpress.com
π¨ Official Threat Interactive Discord π¨ discord.gg/7ZdvFxFTba
(invites paused indefinitely)
For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:
Email: ThreatInteractive@gmail.com
X / Twitter: https://x.com/ThreatInteract
Reddit: reddit.com/user/ThreatInteractive
LinkedIn: linkedin.com/company/threat-interactive
Studio Founder:
X / Twitter: https://x.com/TheKevinJimenez
Credits:
youtube.com/watch?v=x3lgFFgEcr4&lc=Ugz4k7LdWX2weMagae94AaABAg
https://www.humus.name/index.php?page=Comments&ID=228
youtu.be/ROqB8xhKZ6U?si=dlAS2GNKQK0tDKVA
meshy.ai
3daistudio.com
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 π's up & subscribe to KEEP the YouTube algorithm on our side! Thank you!
Chapters:
URGENT WARNING: 0:00
Abstract: 0:43
Threat Interactive Target Scenario: 1:07
Target Hardware: 1:54
Explaining 9TH Gen Potential: 2:56
Why Lightmaps Don't Work: 4:45
Expensive GI is NOT the Only Alternative: 5:16
SSAO is YEARS Behind(Optimizations Explained Too): 6:28
Probe Memory And Leaking Fixes: 7:43
Abstract 2: 8:06
DDGI, Radiance, Cheap Indirect DF Shadows, Current Issues : 8:29
Lumen GI is on it's 6th Failure: 9:52
Fox Engine Lighting, The Division, PS4 Shadow Map Tracing: 10:57
Radiance Cascades: 12:27
The Incredible Potential Visualized: 13:29
The Truth People NEED to Accept: 13:42
How You Can Change Where The Future is Heading: 14:29
Our Website: threatinteractive.wordpress.com
π¨ Official Threat Interactive Discord π¨ discord.gg/7ZdvFxFTba
(invites paused indefinitely)
For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:
Email: ThreatInteractive@gmail.com
X / Twitter: https://x.com/ThreatInteract
Reddit: reddit.com/user/ThreatInteractive
LinkedIn: linkedin.com/company/threat-interactive
Studio Founder:
X / Twitter: https://x.com/TheKevinJimenez
Credits:
tanalin.com/en/articles/integer-scaling
youtu.be/nheFNQs378s?si=DDW4o9uHepMq4Pov
youtu.be/WsmxBE9Gw6A?si=flL_aE9HjxN5Syer
youtu.be/7dVv6XwkLbM?si=wlFpKxMyHy4jgBUi
youtu.be/9f9MhAW62gM?si=MHf3CPBheg6zyOXf
youtube.com/watch?v=IpVuIZYFRg4&t=653s&ab_channel=Unity
github.com/GameTechDev/XeGTAO
github.com/AmplifyCreations/AmplifyOcclusion
reshade.me/forum/shader-presentation/1874-marty-mcflys-ambient-obscurance-mxao-with-il
martysmods.com/mxao
shadertoy.com/view/WtjSzm
shadertoy.com/view/ssBBW1
youtube.com/@RetroCrisis(Retro dithering)
youtu.be/05FCjQR--Sc?t=1474
youtu.be/h1ocYFrtsM4?t=702
youtu.be/p0loRAoakuo?si=Ioe5mTSwUOfhF62F
youtu.be/AShFlzgeFaA?si=MzKSd3UBb3doCqQS
blog.selfshadow.com/publications/s2015-shading-course/rad/s2015_pbs_rad_slides.pdf
adriancourreges.com/blog/2017/12/15/mgs-v-graphics-study
youtu.be/04YUZ3bWAyg?si=S7YAkU9HLgpiaMhS
youtu.be/GOee6lcEbWg?t=953
shadertoy.com/view/tsVGRd
advances.realtimerendering.com/s2022/SIGGRAPH2022-Advances-Lumen-Wright%20et%20al.pdf
https://jason.today/rc
tmpvar.com/poc/radiance-cascades/#flatland-2d(special thanks to tmpvar for site fixes)
adrianmargel.ca/demo/nested-radiance-cascades-fast
youtu.be/5Ua-h1pg6yM?si=CHwzN-3tehwPFcds
shadertoy.com/view/X3XfRM
de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf
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 π'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
Our Website: threatinteractive.wordpress.com
π¨ Official Threat Interactive Discord π¨ discord.gg/7ZdvFxFTba
(invites paused indefinitely)
For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:
Email: ThreatInteractive@gmail.com
X / Twitter: https://x.com/ThreatInteract
Reddit: reddit.com/user/ThreatInteractive
LinkedIn: linkedin.com/company/threat-interactive
Studio Founder:
X / Twitter: https://x.com/TheKevinJimenez
Special Thanks to our supporters who liked, commented, and shared our previous content and this video!
IGNORE TAGS!
------------------------------------------------------
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.
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 such as bloated portions that could exist in your UE4 pipeline, abusive uses of temporal AA/SS, topology optimizations, and the truth about over pushed AI upscaling vs deterministic potential.
Are you a gamer or graphics enthusiast? Finally witness how several portions of this famous game is bloated with hundreds of calls across the GPU pipeline.
Draw call by draw call on affordable GPU hardware several times beyond 8th generation hardware and learn about what AAA should have provided.
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 π's up & subscribe to KEEP the YouTube algorithm on our side! Thank you!
We intend to set up a crowdfunding page once we get to 100K subscribers but since many of our supporters want to donate early and have given us Superthanks we decided to go ahead and set up a Patreon because they take a much smaller % than YouTube does. All of it helps and we truly appreciate all donations. Thank you!
Chapters:
Abstract: 0:00
Why Star Wars Jedi Survivor & Not OutLaws?: 0:18
Test Conditions and Variables(TC&V1): 1:35
AI AA vs Half Competent TAA(TC&V2): 3:13
Completed Frame Comments: 4:17
Dispatches: 4:57
Early Z Pass: 5:50
G-buffers, Quads, and Topology: 6:44
Shadows and Fog: 7:11
Decal Shading & SSAO: 8:03
Lighting, Shadows, & GI: 8:34
The Most Advanced TAA Analysis So Far: 10:58
Motion Blur and Finished Frame: 14:17
Estimated Budget: 14:31
1st Conclusion-Early Z : 16:09
2nd Conclusion-Topology: 18:58
3rd Conclusion-SSAO: 21:18
4th Conclusion-Bloated Indirect Lighting: 22:06
You Can Now Make Your Own Conclusions!: 22:38
Outro: 23:04
Our Website: threatinteractive.wordpress.com
π¨ Official Threat Interactive Discord π¨ discord.gg/7ZdvFxFTba
(invites paused indefinitely)
For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:
Email: ThreatInteractive@gmail.com
Twitter: https://x.com/ThreatInteract
Reddit: reddit.com/user/ThreatInteractive
LinkedIn: linkedin.com/ThreatInteractive
Studio Founder:
Twitter: https://x.com/TheKevinJimenez
Credits:
ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite
activision.com/cdn/research/PracticalRealtimeStrategiesTRfinal.pdf
de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf
https://perso.telecom-paristech.fr/boubek/papers/PhongTessellation/
youtu.be/ycJ434Lh21w?t=1691
advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
github.com/TU-Clausthal-Rendering/Ray-Traced-Stochastic-Depth-Map
Special Thanks to our supporters who liked, commented, and shared our previous content and this video!
This video was sponsored by Brilliant
IGNORE TAGS!
------------------------------------------------------
1080p, 1440p, 4k, temporal anti-aliasing, TAA, TSR, MSAA, SMAA, FXAA, CMAA 2, DLSS, DLAA, Topology, TAAU, Surface Area, Math, AI Optimization, PS4, Video Games, Gaming, Topology, Jedi, Star Wars, Survivor, Jedi Survivor, Bottleneck, CPU, GPU, 4090, 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.
This is a crucial topic for both gamers and developers and we offer a unique insight that aims to change how you understand mesh rendering and potential we could be exploiting in 9th generation hardware. Thank you!
Chapters:
Intro & Current Research: 0:00
Debunking Nanite Poly Myth: 0:33
Why is Nanite Slower?: 1:49
LODs & Topology Performance: 3:24
Temporal Aliasing & Performance Connection: 4:06
Nanite vs Traditional Quad Cost Per Pixel: 4:28
The Downward Performance Spiral: 5:13
Debunking Lies About Nanite Skeletal Meshes: 5:38
Why Draw Calls Are Not an Excuse For Using Nanite: 6:58
Better Systems Could Exist: 7:44
How Epic Devs Are Neglecting Optimization Support: 8:06
Good News: 8:39
Mitigating LOD pop properly vs Nanite: 9:07
Studios and Consumers Need a Quality Compromise: 9:54
Why AI Should Replace the Nanite Workflow: 10:19
Why Nvidia Wouldn't Want to Get Involved: 11:24
If You Can't Win, Make Competition Worthless: 12:17
Support Us!: 12:34
Outro: 12:52
Our Website: threatinteractive.wordpress.com
π¨ Official Threat Interactive Discord π¨ discord.gg/7ZdvFxFTba
(invites paused indefinitely)
Updated Mega Thread:
forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218
For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:
Email: ThreatInteractive@gmail.com
Twitter: https://x.com/ThreatInteract
Reddit: reddit.com/user/ThreatInteractive
Studio Founder:
Twitter: https://x.com/TheKevinJimenez
Credits:
https://www.humus.name/index.php?page=Comments&ID=228
IGNORE TAGS!
------------------------------------------------------
1080p, 1440p, temporal anti-aliasing, TAA, TSR, MSAA, SMAA, FXAA, CMAA 2, Topology, Surface Area, Optimization, PS4, Video Games, Gaming.
Are you a gamer or graphics enthusiast? Sit back and witness how a photorealistic frame is produced buffer by buffer, object by object, on affordable GPU hardware. Refresh your memory on the graphic performance potential the industry is struggling to move towards.
We are here to provide the PROOF for gamers and developers about how far worse modern "realism" performance is becoming. Drop us a π's up & subscribe to get the YouTube algorithm on our side! Thank you!
Chapters:
Intro: 0:00
Settings & Hardware: 0:37
Completed Frame Comments: 1:13
SSSR Is Key To Realism: 2:27
Mesh Draws & G-buffers: 3:48
Simple Mesh, Biggest Cost: 4:23
HBAO: 4:57
Shadow Maps and Optimization: 5:58
Stochastic SSR: 6:26
Cubemaps & Lighting: 6:50
Alpha Testing & Translucents: 7:14
Nice Motion Blur Has a Problem : 7:33
Post Process and UI: 8:45
Performance Budget (9.4ms): 8:57
8 Things You Can Learn: 9:54
Simple But Powerful Support: 12:37
Outro: 13:02
Our Website: threatinteractive.wordpress.com
π¨ Official Threat Interactive Discord π¨ discord.gg/7ZdvFxFTba
For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:
Email: ThreatInteractive@gmail.com
Twitter: https://x.com/ThreatInteract
Reddit: reddit.com/user/ThreatInteractive
Studio Founder:
Twitter: https://x.com/TheKevinJimenez
Credits:
EA & FrostBite developer publishment on 'Stochastic Screen Space Reflections' including slides and shader code:
ea.com/frostbite/news/stochastic-screen-space-reflections
Bonus link containing more information about Frostbite 2015:
ea.com/frostbite/news/moving-frostbite-to-pb
Reddit link to shaders
reddit.com/r/MotionClarity/comments/1c5yh27/unreal_engine_5_fixing_taa_dependent_shaders_via
Karl Casey @ White Bat Audio
Karl Casey @ White Bat Audio
Drop us a π's up & subscribe for unique graphic rendering documentation.
We intend to be a major resource for developers and programmers in terms of performance, visuals and possibility.
Our Website: threatinteractive.wordpress.com
π¨ Official Threat Interactive Discord π¨ discord.gg/7ZdvFxFTba
(invites paused indefinitely)
Stay tuned with our social media:
Threat Interactive:
Main Site: threatinteractive.wordpress.com
Email: ThreatInteractive@gmail.com
Twitter: https://x.com/ThreatInteract
Reddit: reddit.com/user/ThreatInteractive
Studio Founder:
Twitter: https://x.com/TheKevinJimenez
Credits:
Bend Studios publishment on 'Screen Space Shadows' including slides and shader code:
bendstudio.com/blog/inside-bend-screen-space-shadows
We want to change the direction the industry is heading so that sufficient hardware is not buried for the sake of unnecessary hardware sales and mass consumer manipulation. But we need both gamers and developers more aware of this massive industry oxymoron.
Our Website: threatinteractive.wordpress.com
π¨ Official Threat Interactive Discord π¨ discord.gg/7ZdvFxFTba
(invites paused indefinitely)
For Updates or Questions about any test variables or our plan for funding contact our studio or founder on with these links:
Threat Interactive:
Email: ThreatInteractive@gmail.com
Twitter: https://x.com/ThreatInteract
Reddit: reddit.com/user/ThreatInteractive
Studio Founder:
Twitter: https://x.com/TheKevinJimenez
00:00:00 Intro
00:00:24 Creativity
00:01:26 Performance
00:02:30 Visuals: TAA & Upscalers
00:06:10 TAA Off Issues (Visuals)
00:07:20 Proving TAA's Insignificance To Real Optimization
00:08:54 The Cost Problem of "Good" TAA
00:11:23 TAA Design Requisites
00:11:36 Why Epic Games & UE is the biggest problem
00:19:09 A Little About Threat Interactive
Key words:
TAA, Upscaling, Fake Optimization, Blessing or Curse, Hybred, DLSS, DLAA


