Recent content by Pjotr

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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    You can do all that and UE5 gives you a lot of tools to do it. But the engine can't do it for you as there is a lot of game specific code . If you take the NPC example, it might have a certain outfit based on weather or time of day. But if you load it all upfront the outfit will not match when...
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    A big chunk of the stutter does not come from streaming in assets but from initializing objects in game. Some objects can also have scripts attached that start when the object first appears in a game. Think as an example of spawning a NPC in a game like Avowed of Oblivions. Most of those NPCs...
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    Digital Foundry Article Technical Discussion [2025]

    In rendering there are a lot of tricks, most cost more time. Like having a separate mesh that casts the shadow instead of the hair as hair can be noisy. I remember that TLOU can use capsule shadows for cheap soft characters shadows, this feature is also in UE but outside some VR games i don't...
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    Digital Foundry Article Technical Discussion [2025]

    I think there is some kind of survival bias with UE4/5. Studios that use their own engine are often more experienced and have more technical staff vs artists ratio that studios that use UE. So the ratio of bad UE games tends do be bigger. Then there are more UE games coming out compared to games...
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    The Elder Scrolls IV: Oblivion remaster (UE5) [XBSX|S, PC, PS5, XGP]

    With the logos on the bottom of the screen, one thing I took away from this video is that I don't like the modern logo design. šŸ˜…
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    Game development presentations - a useful reference

    https://therealmjp.github.io/posts/to-earlyz-or-not-to-earlyz/
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    Doom: The Dark Ages [XBSX|S, PC, PS5, XGP]

    At 4:33 just when they talk about virtualized geometry you see the big gate door pop into view.
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    Game development presentations - a useful reference

    https://zeux.io/2025/03/31/measuring-acceleration-structures/ This is a nice overview of BVH sizes across different GPUs and drivers. The differences are more than what I thought would be.
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    Digital Foundry Article Technical Discussion [2025]

    The 20 second mark reminds me of bugs that occur because of floating point precision issues, they get less accurate when they are bigger. Wonder if the problem gets worse if you let it run for like a day or so.
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    https://github.com/EpicGames/UnrealEngine/commit/41bd224e05888559bb154c76327a2214cf0fd9b4 (need to have a github account that is granted access to the repository, else you get a 404 ) looks like Epic is developing a plugin that converts static actors that only represent geometry to a non-actor...
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    Digital Foundry Article Technical Discussion [2025]

    Great video, games that run well need to be celebrated. But also respect to DF for also showing the negative aspects, something other channels didn't all do. I really like that they call out the missing HDR support. HDR can make a big difference if implemented well and I wish more games were...
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    DirectStorage GPU Decompression, RTX IO, Smart Access Storage

    This is something I already have expressed concerns about earlier. That tweet is not entirely right btw, is does use mip-maps but it just point samples them instead of linear/tri-linear. It does use a sampling pattern that converges to cubic interpolation with dlss which in theory is better than...
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    Digital Foundry Article Technical Discussion [2025]

    Yes you can make ubershaders with the material editor. But there could be performance implications with ubershaders that an artist does not know about. I think that things like counting the number of registers used and so on are better left up to the engineers. And the shader graph might not be...
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    DirectStorage GPU Decompression, RTX IO, Smart Access Storage

    The sampler object is not a sampler but just a struct. The function itself outputs a miplevel param sampler.Texture2DGetSamplePos returns the mip level in the .z parameter. The GetSamplePositionWithSTF function outputs the mipLevel param and that is later fed into the...
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    Machine Learning: WinML/DirectML, CoreML & all things ML

    So I just noticed that while the SDK for neural materials in not out yet the underlying library for neural shading is out: https://github.com/NVIDIA-RTX/RTXNS It has a few examples but nothing really interesting that shows the benefits, the examples are just there to get you started to train...
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