When Sony Made Optimized Realistic Graphics By Fixing UE4 | An Urgent Frame Analysis.


Summary

The video delves into the technical intricacies of game development, particularly focusing on performance optimization in Days Gone. It compares the game's lack of popularity to titles like The Witcher 3, attributing it to performance issues such as frame rates and visual problems. Detailed discussions on graphics pipeline elements like geometry pass, render targets, and visual enhancements through techniques like ray tracing and async compute support are included. Viewers are encouraged to engage in discussions to drive innovations in the gaming industry and promote better game development practices.


Introduction to Performance Statistics

Discussing exclusive performance statistics and technical decisions that provide realism in games.

Analysis of Days Gone

Exploring the lack of popularity and success of Days Gone compared to other games like The Witcher 3.

Performance Analysis of Days Gone

Examining the performance issues in Days Gone, including frame rates and visual problems.

Graphics Pipeline in Days Gone

Analyzing the graphics pipeline of Days Gone, focusing on rendering optimization issues and resource context.

Geometry Pass and Render Targets

Detailing the geometry pass and render targets in the graphics pipeline of Days Gone for improved visual quality.

Screen Space Shadows and Illusions

Discussing the use of screen space shadows and illusions in rendering to enhance visual effects in the game.

Depth Impression and Motion Blur

Explaining depth impression, motion blur, and anti-aliasing techniques used in the game to improve overall visual quality.

Foliage Appearance and LODs

Examining foliage appearance, vertex processing limits, and level of detail (LOD) optimization in the game.

Visual Enhancements and Ray Tracing

Discussing visual enhancements through ray tracing, async compute support, and improvements in lighting and shadows.

Geometric Workflows and Future Development

Exploring geometric workflows, material templates, and potential future developments for graphics in games.

Call to Action

Encouraging viewers to like, subscribe, and engage in discussions to drive industry innovations and better game development practices.

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