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So, Nvidia just nuked its old GameWorks docs.
Probably trying to hide the fact that yes - the UE5 slop and AI upscalers are not necessary for smooth, high performance modern graphics.

Does anyone happen to have any offline copies of these documents ?
I checked the Wayback Machine already, and it didn't help, I'm afraid.
>>
they also nuked the DLSS marketplace plugin for UE4

you will eat ze goyslop, and you vil like it
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I hate UE5 so much it's unreal
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>>108163989
>>108164032
>>108164113
>>108164442
reason why:
https://www.youtube.com/watch?v=ElBUUMi_L5c

>>108163989
post original link
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bumo
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>>108163989
Graphics are like black magic man. But this sounds important.
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bomp
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>>108163989
https://www.youtube.com/shorts/VXLrHzSpnxs
https://web.archive.org/web/20250321043435/https://docs.nvidia.com/gameworks/index.html#gameworkslibrary/graphicssamples/graphics_samples_v2_0.htm
>>
>>108163989
The internet doesn't forget, except for the stuff that it wants you to forget. What a paradox we are living in.

All your personal data? Still out there. Anything else? Lol, hoard it yourself or everything useful will be gone.
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>>108169779
Almost like relying on strangers to pay money out of their pocket to host stuff useful to (You) is a bad idea.
>>
Use case for MSAA?
>Muh image quality
Stop using 1080p.
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>>108169954
Muh image quality.
>stop using 1080p
TAA is still blurry at 4k and turning off AA in modern engines still has insane artifacting at 4k.
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>>108169779
It has evolved to mirror the liberal civilization: no history, only today exists.
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>>108164442
good one
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Can't trust online tutorials. That's why I only learn from pdf books.
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It's over. That information is lost forever. The library of Alexandria is burning once again.
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>>108169989
>modern engines still has insane artifacting
Offscreen accumulation buffer + SMAA to smooth out the last edges.
>>
every modern gpu offers AA using ml upscalers
A dev not implementing those but putting in effort to implement other types of AA would be bizarre.
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>>108170755
ML-based AA is still a compromise that only exists because TAA is blurry. Real AA will always outperform predictive generation.
I agree that ML is "good enough" at it that it works as a bandaid fix, but it's still an immense hack for a problem that used to be deterministically solveable.
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>>108170798
I think if you look at the complexity of the scenes at the resolutions people want to play as and look at the cost of doing a "better than dlss" AA it would be unacceptable.
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Meh. Invaluable information is lost at an incredible amount each day. This is nothing. If you care that much about rendering techniques find the research papers and derive everything from there.
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>>108163989
What the fuck why isn't this archived
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>>108169749
Sadly this is all broke
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>>108170921
>re-derive post-doctoral work that took experts 30 years to accumulate in the first place to replicate on proprietary hardware
retard lol
trying to find the literature printed or saved is much more realistic.
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>>108170817
Also the high FPS demands which drastically reduce the amount of compute time that can be spent on post processing.
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Deus Ex MD has it, but it's slow.
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>>108172158
GTA 5 also did MSAA on deferred but it was dogshit. The enhanced edition removed it.
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>>108172158
>>108172274
Tesseract has fast MSAA despite being deferred.
Picture related, 4x MSAA.
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>>108173791
I can see the shimmering even in the picture.
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>>108173805
you can clean it up by applying smaa with msaa like crysis
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>>108173805
MSAA doesn't solve in-surface aliasing.
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>>108173878
Exactly. MSAA doesn't solve the problem.
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>>108163989
God I miss MSAA so much, everything else is horrible
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>>108173895
SMAA+MSAA still looks better than TAA+FXAA.
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>>108173895
Easily fixed.
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dlaa already solved aliasing
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>>108173993
>d̶l̸a̷a̸ ̸a̵l̸r̴e̴a̵d̶y̴ ̵s̷o̶l̵v̷e̵d̸ ̴a̵l̴i̶a̸s̶i̵n̸g̴
>>
noone tell op about bindless and clustered light binning
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>>108163989
>>108164032
>>108164442
>unreal engine
It is actually a pretty good 3D engine, Epic just ships (and recommends) shitty defaults. Almost every developer does not change the default settings and actually build on top of those, believing that "it is industry standard so it must be good".

>>108169954
MSAA×4 is still very good at 2160p, especially in motion.

>>108174019
kek.
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>>108173982
Tricks to mitigate shading aliasing fell out of vogue with TAA. Especially Unreal Engine going all-in on TAA + "technical" "artist" driven (literal spaghetti code) shaders. The latter part aged poorly with automatic differentiation now being widely available and understood.

On a long enough timescale TAA is pointless even for geometric aliasing. The only reason it's customary to throw away so much information in rasterization is it's expensive to do proper spatial (pre)filtering. But processing power just keeps growing, and indeed TAA- especially its ML upscaler variants- also keeps getting more expensive. ML even would work just as well for spatial filtering.
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>>108170994
multisampled renderbuffer has been there for like forever
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>>108165387
Likely
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>>108169954
MSAA in 4k res is superior than scaling you jvidea vibecoding faggot with a rainbow hair
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>Thread filled with a bunch of retards making excuses for knowledge being purged
nu-/g/ is trash
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File: global illumination.mp4 (1.84 MB, 1920x1080)
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>>108173791
>>108173805
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>>108169954
You're not running shit at native (aka actual) 4k nowadays, and 1440p is still pretty heavily aliased. Even DLAA is blurry.
Hell, there shouldn't even be anything wrong with 1080p, it used to look crisp as fuck thanks to MSAA. The main reason resolution jumps look so significant in modern games is because the awful blur filter becomes less awful when you have more native pixels to work with.
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>>108176562
NVIDIA does not owe anyone the need to keep decades old information that can be found nearly everywhere else. You didn't need GameWorks to get MSAA. NVIDIA didn't invite MSAA.
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>>108176710
I appreciate your effort, consistent practice is the best way to master your bait
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>>108173895
Don't make materials that have in-surface aliasing. Valve, Nintendo, and Crytek can do it so it's not like it's impossible.
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>>108165387
>threat interactive
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>>108177942
https://archive.ph/Y3IDC
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>>108177942
>>108177948
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>>108177942
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>>108177962
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>>108177969
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>>108177977
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>>108177942
>>108177948
>>108177953
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>>108177980
>>108177977
>>108177969
>>108177962
>>108177953
KWAB
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>>108177942
>>108177962
>guy posts proof how unoptimized modern ue5 is and shows fixes
>corpos and sois seethe everywhere online
kek. at best you have him abusing copyright there as a nothingburger given anyone can just click a button to challenge it which will make the video visible again and then the person who sent the strike can only sue you if he disagrees from then on, which he doesnt have the money to do anyway.

its always telling when the guy makes 5000 claims in his videos about game engine optimization and the only thing people can cry about are other irrelevant things like copyright and not dogshit ue5 games that even normies know are unoptimized slop.
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>>108178699
you can hate ue5slop all you want, but it's certainly not a good look for this retard.
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>>108178803
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>>108178803
>>108178811
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>>108178820
https://archive.md/Fj4x3
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>>108177948
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>>108178820
>>108178827
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this shit will never stop being funny kek
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>>108178854
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>>108178803
>>108178811
You better be getting paid for this shit. But if I had to guess I'd say you probably just have brain damage, which is why you don't even try to comprehend the point made and think they should work on shit nobody will actually use.
At least limit your schizophrenic obsession to actual bullshit they're pulling if you ever want to be taken seriously.
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>>108178863
>You better be getting paid
yeah, im somehow the shill while he is asking 900k dollars to fix unreal engine lol.
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>>108178910
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literally crashing out by flooding the thread with random things of the guy which dont even have any negatives to them aside from the copyright abuse which nobody gives a shit about, meanwhile protecting the multibillion dollar industry which is fucking all gamers in the ass for years on end along with their nvidia gaytracing deals to squeeze money out of gamers for worse looking and performing games. brutal mental illness
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>>108179265
>literally crashing out by flooding the thread with random things of the guy which dont even have any negatives to them aside from the copyright abuse which nobody gives a shit about
you do know that there's more to this faggot than copyright abuse? retard. but you're in denial that you ignore that he have zero games shipped, no prototype, no fork, only a shitty commit just by changing two value in his "decima taa jitter" request, nothing to show at all. insulting others and blocking critics, that's literally all he does.

>protecting the multibillion dollar industry which is fucking all gamers in the ass for years on end along with their nvidia gaytracing deals to squeeze money out of gamers for worse looking and performing games. brutal mental illness
whining about games optimization on r*ddit and twitter all day is magically gonna fix vidya games while he's getting money from patreon and begging for 900k dollars to fix unreal engine (which doesnt take much effort compared to shitposting on 4chan all day). here's a explanation for my schizo image spam: he got no solutions at all to fix vidya games. go fuck yourself. all he does is farm outrage, regurgitating shit to appeal to low IQ subhumans like you.
>>
>Probably trying to hide the fact that yes - the UE5 slop and AI upscalers are not necessary for smooth, high performance modern graphics.
If they're trying to hide it, then what's the point of documenting the availability of TAA and FXAA in the Unreal engine? Are you making up shit to get angry about (AI flavor) again?
>>
>>108177948
>we
>our founder
>he
schizophrenia at its best
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>>108163989
Why do we WANT or NEED real-life cinematic graphics in video games, in the first place? Where does this retardation originates from? Literally every single game with muh realismo ages like dogshit, while games with unique cartoonish graphics look fine to this day. The fuck is the problem with these 8K texture packs and trillions of polygons?
Examples: World of Warcraft, Minecraft, all Nintendo games, fucktons of pixel-art games, DotA-likes, etc etc. They are simple, they look good, and they will still look good in 20 years.
I would understand if those graphics were somehow correlating with game quality and immersiveness - but its not.
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>>108179555
I don't get this meme, games with realistic artstyles age fine. Look at MGSV or GTAIV
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>>108164032
>>108163989
Reminds me of how AMD had a next gen upscaler that was platform agnostic, didn't require dedicated hardware, and was relatively low cost, but they scrapped it for the locked down version of FSR4 we ended up getting, just because it was easier to compare it to DLSS.
>>
>>108181623
The story of AMD seems to be
>make open thing that's pretty good
>completely drop support or abandon it
>nvidia makes proprietary thing and actually supports it
>nobody uses amd thing because of abandoned development
>nvidia gets vendor lock-in to its proprietary thing
>amd is now playing catch-up to the proprietary tech

Lost potential: the company
>>
>>108182503
Personally I think dropping the ball on open standards and being responsible for half the ecosystem being locked in to proprietary stuff mostly through their sheer incompetence is worse than a game or two being broken.
But I'm also obviously not saying AMD are the primary party at fault here because nvidia is the one actually making the proprietary shit and doing the vendor lock-in in the first place. I'm annoyed at AMD for dropping the ball on alternatives repeatedly but if nvidia was also making open standards then we wouldn't have a problem in the first place.
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>>108181623
making a platform agnostic upscaler was neat, but as a business strategy it was a historical fumble since 90% of people with nvidia cards were using dlss and amd gamers using upscalers were doomed to worse image quality
>>
https://archive.org/details/nvidiagame-works-graphics-samples-master
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>>108165387
>>108178699
We can all hear your fat dick-sucking lips smack through the screen, TI.
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>>108177581
I don't know why this is so hard for most developers to figure out. You take any modern UE5 game that actually lets you turn off TAA, and every single god damn surface that has any hint of specularity, becomes a complete shimmering mess.
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>>108185119
I think the problem is devs just use TAA as a crutch. Notice those three devs prioritized MSAA in their games. I think once you start using TAA you just stop giving a shit.
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>>108167400
It’s literally just math. Lots and lots of math. Not even complicated math, just math. It filters a lot of “I learned so I could make money” types in game development.



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