Threat Interactive dude has been making good posts on Epic forums asking for UE5 fixes and optimizations, providing solid data in the process. This led to good discussions, and this led to him forming the studio with the goal to "fix" UE5 and educate stupid game devs.
The videos got him heat from lazy devs, UE devs, and UE fanboys, who attack him instead of get into helpful discussions over a common goal of better optimized games. He got banned from either their forums or the UE subreddit, I forget which, even though he did nothing wrong.
Where Threat Interactive is 100% correct = his last video, and his game-breakdown videos, highlight the fundamental flaws game developers stumble into, optimizing meshes, resulting in unnecessarily high polygon counts, especially outside of the actual environment, even totally out of view. This has plagued amateur Unity games for years. Devs think Nanite lets them get away with this.
Where he's misleading = he says Nanite is bad for performance, but his own data proves that Nanite is extremely helpful for performance with higher polygon counts (assuming the mesh is properly Nanite compatible). He has admitted this(!!!!), but glosses over this, putting forward a false narrative that Nanite is just bad for performance. Which is... very bad faith IMHO.
Similarly, he's very misleading about lighting, when claiming that 2010s raster GI is "better" than Lumen. I don't think anyone, not even him, actually believes this. He found the one thing that is better about some 2010s raster GI - motion clarity due to Lumen temporal smearing from its denoiser (largely mitigated by Ray Reconstruction). Nonetheless, that motion clarity issue is so much smaller than the general inaccuracy issues of raster GI which will have an exponentially higher MSE.
He's also spot on about VSM being a potential performance killer. But his insistence on removing Nanite as much as possible and replacing Lumen with Lightmaps is backwards and dangerous. His exposing of horrific game dev practices is good.
The game he's making, which has yet to be seen, is almost certainly going to have 2010s graphics, and just be the best optimized 2010s graphics quality UE game, basically.
Apart from that there is the problem of - what is the alternative? Always ask yourself this. Always. We know graphical fidelity sells games to an extent. Hell one dude on this very forum de facto stated a non-realistic game does not deserve to win game wards even!
Game developers need to raise fidelity to sell and be popular/respected. People like me constantly whine about static worlds and designs. The only way to achieve all of this at once is via deferred rendering + Ray Tracing or Path Tracing. That is the only actual solution. And for those things to work well on CURRENT hardware, we need temporal accumulation and reconstruction.
With that said, there are several things that should change in general. The maximum settings in a game should unleash the full resolution of effects in-game. And users with RTX 5090 Tis or 8900 XTX XD editions or whatever should accept that even their monster hardware *cannot* survive those settings in most modern games.
Gamers should also understand that 1920x1080 and 60 hz / FPS are outdated. 2008 resolution with a refresh rate cheap phones supersede. Its 2024. 4K is the standard, with 5K and 8K being here. Lets act like it. This helps modern game engines too BTW - since what is blurry at 1080p/60 is much better at 4K/240. Much much better.
Това е за да имаш причина да го пуснеш втори път
The developer, GSC Game World, has sold enough copies of S.T.A.L.K.E.R. 2 to make the project profitable. This was revealed in an interview with Forbes by the company's investor, Maksym Kryppa.
Additional info:
Maksym Kryppa has revealed that we can expect two more expansions and a multiplayer mode for S.T.A.L.K.E.R. 2: Heart of Chornobyl in the future. Additionally, ports to other platforms are also in the works.
Kryppa also shared that he would love to see an adaptation of the universe on screen. Currently, discussions are underway with Netflix, though nothing has been finalized yet.
https://store.steampowered.com/news/app/1643320/view/525329871842312365
This thing is MASSIVE
Patch 1.1 with more than 1,800 fixes is already on the go to your PCs and Xbox.
A-Life fixes
Fixed the issue with spawning NPCs behind the player's back.
Players can now encounter roaming NPCs across the Zone more often.
Greatly extended the distance at which A-Life NPCs are visible to the player.
Fixed the aggressive optimization issue that prevented A-Life NPCs to exist in Offline (out of player's visualization range).
In Offline mode, A-Life will continue to advance towards their goals over time.
Players may now have opportunities to encounter A-Life NPCs they've previously met by following in the same direction as the NPCs.
Improved A-Life NPCs navigation in Offline using GameGraph (global AI navigation map):
Fixed multiple issues where NPCs would fail to follow or find a path to their designated goals.
Fixed several issues with NPC being stuck in Online-Offline transition state,
Enhanced A-Life NPCs' motivation to expand territory and actively attack enemies and mutants.
Fixed issues that could result in fewer A-life NPCs encountered than intended.
Further contextual actions improvement to ensure seamless transitions between Offline and Online states for NPCs engaged in these actions.
The groups exploring the Zone are now more diverse regarding possible factions and group sizes.
Fixed issue that while roaming over the Zone, Human NPCs didn't satisfy their communication needs and talks.
AI improvements
Reduced the number of summons and increased time between spawns of Pseudodog phantoms.
Fixed an issue when zombies would have their arms and legs twisted while knocked down.
Fixed an issue when large mutants would hide behind small cover, such as trees.
Fixed an issue when mutant limbs stretch sometimes when firing automatic weapons.
Fixed an issue when bloody visual effects played a few times after Rat's death from grenade.
Fixed an issue where NPCs quickly detected the player when he was crouching.
Fixed an issue where NPCs would enter doors without opening them.
Fixed the issue when the controller could take the main story NPCs under control.
Fixed an issue when Chimera would try to enter a narrow passage that it couldn't enter instead of hiding in ambush.
Fixed an issue when NPC was teleporting to the restricted areas such as safe zones and hubs.
Fixed an issue where mutants that were in cover did not change their cover when receiving damage.
Fixed visual effects of Burer's telepathic ability.
Minor combat behavior fixes for NPCs shooting from covers.
Fixed Burer’s throwing objects animation.
Fixed some issues with NPC staying idle and refusing to start mission-related dialogs.
Fixed an issue when mutants kept attacking zombies in knockdown.
Fixed an issue when NPCs are stuck in aiming animation.
Fixed an issue when death animation was replayed for an NPC who was resurrected as a zombie.
Fixed an issue when a neutral NPC stays neutral after a player hits them by melee attack.
Fixed an issue with some NPCs' broken arms while shooting.
Generic improvement of combat experience and NPC pathfinding in big fights with lots of corpses.
Fixed an issue when Player was able to kill the chimera with the help of carousel anomaly.
Fixed an issue where NPCs would clip through objects and walls when shooting from covers.
Minor improvements for peaceful behavior of NPCs.
Fixed issue where NPCs wouldn't stop combat on emission start.
Fixed an issue when some mutants couldn't jump off an obstacle.
Fixed issue when NPCs were stuck after the end of emission.
Fixed bandits' behaviour after emission ends during the mission Bullseye.
Fixed an issue where NPCs could teleport if the NPC couldn't build a route.
Fixed an issue where NPCs could stop talking to each other after loading a save.
Fixed an issue when mutant dead bodies fly to a long distance from the places where they were killed by the shotgun.
And over 50 more minor “anomalies” were fixed.
*Има още много това просто са най-важните за мен.
Добре. Много добре.
Има какво да се желае но това е огромна стъпка напред.
BTW там където Fleshe мутантите умират на моста е от радиация.
че играта
тотално дори не тръгва.
Браво, евала GSC. https://imgur.com/a/dHqCc4V Чекване на файловете в стийм, дръпна пак 7 гб. Спира на compiling shaders. Deleting shader cache не сработи. Stalker 2 is currently caput for me.
This too:
C:\Users\"user name"\AppData\Local\Stalker2\Saved\
According to Video Game Insights, STALKER 2 sold a total of 1.4 million copies.
The game was bought the most in the USA (22%) , Ukraine (16 %) , Germany (7 %) and China (7 %).
Source:
https://x.com/GameStreetUA/status/1861508532274680047
C:\Users\"user name"\AppData\Local\Stalker2\Saved\
Stalker2_PCD3D_SM6 / UPIPELINECACHE
"Специално за сталкер това леко не ми стои добре защото първите игри имаха едни от най-ямите и би посини скайбоксове."
Хммм. Ще помисля и разгледам. Аз BTW съм с мод за по-дълъг ден в играта. 4 часа.