[Threat Interactive] The Price of Realism? | SH2R Optimization From The GPU Perspective
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📃 Оригинальное описание:
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!
Our Website:
Chapters:
Abstract:
Why Silent Hill 2?:
Explaining Optimized Settings (UE5 general):
PSSR News:
Fixing The Captured Frame Temporal Issues:
Dispatches:
Early Z Pass and Occlusion Testing:
G-buffers, Quads, and Topology:
SSAO, Decals, Dispatches:
Translucents and Lumen:
Translucents, Subsurface, and Fog:
Advanced TAA Analysis:
Motion Blur and Finished Frame:
Estimated Budget:
Conclusion 1 (Dispatches) :
Conclusion 2 (Geometry):
Conclusion 3 (Lighting):
Conclusion Summary (with UE news):
Why We Are Here:
Outro:
For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:
Email: ThreatInteractive@
Twitter:
Reddit:
LinkedIn:
Studio Founder:
Twitter:
Special Thanks to our supporters who liked, commented, and shared our previous content and this video!
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[Threat Interactive] The Price of Realism? | SH2R Optimization From The GPU Perspective