yea no doubt certain Epic devs with larger social media followings get inundated from the public to watch all sorts, majority of which im sure is the equivalent of a reddit rant post turned into video that doesn’t provide any useful insight.
yep definitely could be all of the above mixtures, especially in the AAA space where you can have 300+ people on a single game or more across multiple studios around the globe, it’s difficult enough to get 5 or 10 people on the same page for one single collaborative creative project let alone the insane dev timelines and complexity at that level.
yes and no, that Witcher 3 GDC video is a great example, if that single dev didn’t work at cd projekt they might never have built anything like that database viewer to check if they had serious optimization issues, common stuff being insanely high detail mesh that an artist forgot to make LODs for, meshes left underground, or a shadow casting light with a range of 4000meters.
if there’s no system in place to periodically check for these you end up with extremely poor performance.
if nobody on the dev team is trained for or has the time to check you also end up with peformance problems
if game devs are told to not worry the engine will handle all the optimization for you, you bet you’ll end up with perf issues
LODs or level of detail are typically say LOD=0 is the highest detail dense quality model typically very close to the player camera taking up a large amount of screen space then as you go LOD=1 might be 10+ meters away then LOD2 30-40meters and so on, typically most games will have 3 to 5 LODs per mesh depending on size ,complexity and use case
example being small items buckets/furniture etc vs extremely large structures that can be seen at a distance on the horizon, you don’t need to render those highly detailed tiny items from miles away
so yes/no it’s a double sided problem
essentially yes,
if you look up Quixel they’re a company now merged into Epics “Fab” marketplace what they do is use 3d lidar scans of real world locations for truely photorealistic assets
these assets are great for film/tv not so much for real time games.
for a game you need your 3d artists to make multiple LODs for each of these assets
but it appears more and more devs are spamming these assets and killing performance.
what Threats tool appears he wants to make an AI assist program that creates multiple LODs as simply as possible which may or may not be applicable in the game dev space,
As one part of the issue is the developers themselves first being aware nanite wont save your project in every overdraw situation
overdraw aka a object has 100,000 triangles that look fine close to the camera, but if that object is extremely far from the camera and only takes up say, 4pixels on the screen the engine is still trying to render that objects 100,000tris that ends up being computationally expensive thus wasting resources
UE5s nanite system is “suppose” to be single magic in engine tickbox to fix that by crunching/scaling detail at runtime dynamically, while it does improve Some performance its still significantly less gains then if you used traditional methods: LODs, good mesh topology, keeping some idea of a polygon budget in mind, not overlapping dynamic light sources or covering too large an area with dynamic lights etc
His theory is sound i think most big studios just simply don’t want to waste tons of artists time and money on such tasks and if they had a 1 click solution to auto create 5 varied detailed versions of a mesh/object that’s AI assisted it could help
the issue with strippling detail down from a model is the UV aka 2D texture coordinates, if you reduce a models detail by 50% now his shirt texture is on the skin, the eyes textures are misaligned etc
so an artist again needs to unwrap that model into 2D space and fix up the UV so the textures look correct
rince repeat for every level of detail object
if devs are told you can place thousands of objects at max detail and the engine will automagically handle optimizing for you, ho boy will 3d artists make some wild scenes
there’s all sorts of graphics research papers that pop up, what worked today might be deprecated tomorrow, there’s certain use cases where one method looks 99% as good as another but with far less resources used.
sometimes theres that classic “why the hek did noone tell me about this method 5 years ago” that leads to breakthroughs
as the saying goes ‘thousand ways to skin a cat’
the reality is AAA games and engines have gotten so complex it’s extremely difficult for any one person to parse through it all in any sane manner so various techniques or now “AI” solutions need to help them get a handle on things (one mans algorithm is seen to others as AI)
we’ve seen primitive AI 3D model generators nothing really usable yet,
his claimed approaches for this is kinda reversed, start with the artists highly detailed model, use AI to optimize topology and create various levels of detail
what he pitches could be an interesting tool but developing that tool alongside a game? tall ask for a team of an unknown size/funds
tech debt also absoloutely applies to game engines alongside how good your documentation is can play huge factors
i agree that DLSS upscaling and AI for fake frames just seems like the total opposite direction gaming hardware should be going, if we need 7 fake AI frames just to hit 4k 60 or 120fps with an RTX 5090 somethings gone terribly wrong on the game side.
i really appreciate motion clarity in games though the average joe doesn’t seem to mind keeping motion blur on so i dunno maybe we’re all doomed to a generation of smeary messes in similar vein to 360/ps3 era games being all piss filtered lol
