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.
Chapters
Introduction to Performance Statistics
Analysis of Days Gone
Performance Analysis of Days Gone
Graphics Pipeline in Days Gone
Geometry Pass and Render Targets
Screen Space Shadows and Illusions
Depth Impression and Motion Blur
Foliage Appearance and LODs
Visual Enhancements and Ray Tracing
Geometric Workflows and Future Development
Call to Action
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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