When Optimisations Work, But for the Wrong Reasons

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SimonDev

SimonDev

3 ай бұрын

Level of detail and imposters are effective optimizations that work for reasons you may not fully understand. Let's explore why, from a hardware perspective, these work.
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In this video, we explore the underlying reasons why optimizations like level of detail work. This involves understanding at a deep level, what the GPU expects in terms of data, what the hardware is optimized for, and how the pipeline and physical hardware units are setup.
References:
developer.nvidia.com/content/...
gpuopen.com/wp-content/upload...
www.amd.com/system/files/docu...
shaderbits.com/blog/octahedra...
www.humus.name/index.php?page...
www.g-truc.net/post-0662.html
developer.nvidia.com/gpugems/...
developer.arm.com/documentati...
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Пікірлер: 815
@simondev758
@simondev758 2 ай бұрын
Patrons can now vote for the next video! Thank you for your support. Also, some additional links from the video: ❤Patreon: www.patreon.com/simondevyt 😍Courses: simondev.io WolfFire Games Article: blog.wolfire.com/2010/10/Imposters
@shannenmr
@shannenmr 2 ай бұрын
Another good video that talks about this is "Rasterization, Overshading, and the GBuffer" under the "An In-Depth look at Real-Time Rendering" Series on the Unreal Learning Centre.
@uncletrashero
@uncletrashero 2 ай бұрын
of course none of it matters now because we got Nanite :O
@lazygenie5616
@lazygenie5616 2 ай бұрын
Ok so not to be an ass but you used footage from Wolffire games website and it would be cool if you could link them in your description. They are a fantastic developer and deserve more recognition
@simondev758
@simondev758 2 ай бұрын
@@lazygenie5616 Oops, I clearly wanted to credit everybody since I added their links in the video itself, and tried to include them all in the description. I've edited the pinned comment to include anything missing.
@jjeeqq
@jjeeqq 2 ай бұрын
Should it be better if we had hexagonial displays instead of square pixels?
@FrozenDozer
@FrozenDozer 2 ай бұрын
This is the stuff about gamedev that almost nobody talks about, and if they do, it's way too indepth. I love channels like this. You're doing a lot for making people understand how complex and smart Game Engines and Render Tech actually are.
@aeoliun
@aeoliun 2 ай бұрын
Hey guys welcome to my game tutorial. We're going to make a complete game from scratch. 2 episodes. Last video was rendering a jpg to the screen. Last upload 3 years ago. Every time.
@Krischi6
@Krischi6 2 ай бұрын
indeed. I am on the discord for the O3DE (Open 3D Engine) and they talk about stuff like this, but more so on the software level of course. You can really observe how they shift things around in order to squeeze the best out of the engine performance. I am really admiring such people for their in depth work. I guess those are the people who are rarely seen as he heroes they are, fiddling with this kind of stuff. Like police or teachers. Those people are so important but yet, the topic is so difficult for users that I can't imagine digging into it. Not with my life time span at least. Give me immortal life and I am totally up to learn it. How ever I feel you mate. I don't understand any of it, but I'm so so thankful that there are people fkn with this kind of things. Have a good one
@smokinglife8980
@smokinglife8980 2 ай бұрын
​@@aeoliunyou should not need a tutorial to make a game from scratch I'm not the best or most knowledgeable coder but I am making my own game engine using c++ and I mainly use c# but I'm getting it done
@whannabi
@whannabi 2 ай бұрын
​@@aeoliunhonestly I kinda get them. Very few people will watch it in comparison to a much faster tutorial on an already built game engine. Imagine the dedication and free time required to make such a long thing... If doing it alone seems awfully long, imagine having to record AND edit that video (potentially)
@youtubelisk
@youtubelisk 2 ай бұрын
What do you do with this knowledge?
@almachizit3207
@almachizit3207 2 ай бұрын
This also really helps explain how 4k gaming is possible on these GPUs. In terms of GPU usage efficiency, smaller pixels is effectively the same as having larger triangles. So while 4k screens have 4x as many pixels, you're also throwing away far less work that the GPU is doing, which helps regain some of the performance loss
@vanqy.
@vanqy. 2 ай бұрын
im wondering if eventually stuff like nanite gets integrated on a software level for gpu drivers and the architecture architects just go yolo and increase 2x2 quads to 3x3 nines or 4x4 sixteens. or a mosaic pattern of pixel groups that mimics and has statistically highest coverage with most common triangles, so that less culling is in place.
@vyor8837
@vyor8837 Ай бұрын
​@@vanqy. You can't put that type of thing on the driver level, maybe the API level.
@MustacheMerlin
@MustacheMerlin 12 күн бұрын
Conversely it also explains why using technology like DLSS to render at ever smaller and smaller resolutions doesn't improve the performance nearly as much as you'd expect. Like, you'd think rendering at 480p should be orders of magnitude faster than rendering at 4k, since there's orders of magnitude less pixels, but it's only a little faster.
@tux1468
@tux1468 2 ай бұрын
thank you so much for saying "impostor" at least a dozen times while not making a single among us reference, im proud of you
@agushernandezquiroga9064
@agushernandezquiroga9064 2 ай бұрын
I didn't even think of among us when watching the video, my brain must be healing.
@ps-dh8ef
@ps-dh8ef 2 ай бұрын
@@agushernandezquiroga9064 agreed. I think i am healing too
@prometheus9732
@prometheus9732 2 ай бұрын
I haven’t thought about among us for 1 years.
@FabulousJejmaze
@FabulousJejmaze 2 ай бұрын
GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD 📮🔪
@cyberneticsquid
@cyberneticsquid 2 ай бұрын
oh hi tux
@kittenmittenkitten
@kittenmittenkitten 2 ай бұрын
I like that Epic's approach to finding out that subpixel polygons kill render times isn't to tell artists to avoid intricate geometric detail and to make more LoDs, it's to double down and make a system that lets the artist go absolutely wild with detail and not need to even think about LoDs.
@djmips
@djmips 2 ай бұрын
This was incredibly challenging and I think it was the end result of a decade of research.
@mrpojsomnoj3313
@mrpojsomnoj3313 2 ай бұрын
@@djmips Decade to find bottle neck. Some month to fix one.
@DreadKyller
@DreadKyller 2 ай бұрын
There is one downside to it however, mostly from inexperienced devs working with Nanite, people are using Nanite as excuse to have extremely high detailed models in the game, even for things the player will never be close enough to notice. While Nanite alleviates many issues with the performance of such assets, it leads to far, far larger game sizes as many people just throw high detail photogrammetry scans into the game. Just because Nanite can handle automatic LOD doesn't mean no effort should go into optimizing the base mesh still, just that you don't need to author LODs manually, the base model still shouldn't be far more detailed than it needs to be, we already have 300GB games now, we don't need 500GB games because people throw in hundreds of 5-10GB models.
@SimonBuchanNz
@SimonBuchanNz 2 ай бұрын
​@@DreadKyllerNanite also prebakes and quantizes meshes, so there's really no excuse as it's basically moving a slider.
@woobilicious.
@woobilicious. 2 ай бұрын
@@DreadKyller GTA V is over 10 years old, and 100GB in size, games should be 1TB in size by now...too bad Storage tech hasn't kept up.
@matts.1352
@matts.1352 2 ай бұрын
One LOD technique I like a lot especially in the mobile world where nanite-like LOD engines currently aren't feasible is Progressively Ordered Primitives/POP buffers. The core idea is to cluster vertices through quantization at different levels of precision and sort them such that lower-precision vertices are first in the vertex list and higher-precision ones are last. The end-result is you can change the LOD of a model just by changing the quantization level and how many vertices you choose to draw without storing any more data than original mesh used. The benefit is four-fold: - Artists only need to make one model with any arbitrary attributes - Cracks/seams can be handled perfectly - Can have dynamically adjustable LOD levels without popping from mesh swaps - Can stream in the extra vertices as they're needed or upload the whole vertex buffer once and instance multiple LOD levels in one draw call. The latter is useful as draw calls are still disproportionately expensive on mobile. Since you're sorting the vertex list anyway (which can be done in O(n) time) and vertex order within quantization clusters doesn't matter much, you can also sort them on a secondary level to maximize vertex fetch efficiency which is important for mobile because of binning (more-so than overdraw since tile-based deferred renderers often have near-perfect hidden surface removal). The neat thing is you can scale the quantization level according to how large quantized grid would make triangles appear on screen to help maximize quad occupancy while maintaining enough detail for it to look good. It does have some drawbacks, notably that it doesn't play well with vertex skinning and lower LOD levels tend to have a bit more triangles than hand-made LODs, but it's great in a mobile environment or for procedural mesh LODs. As a side note, optimizing for mobile tile-based deferred-rendering is a lot of fun and it feels so much more rewarding to make a mobile engine run fast. Most mobile developers just port PC games or graphics techniques to mobile as-is and call it a day while limiting gameplay to negate poor performance; however, with careful optimization you can achieve between Xbox 360 and Xbox One levels of performance on most modern (>5 year old) mobile hardware. I'm definitely biased though as I've found my niche in mobile optimization.
@SimonBuchanNz
@SimonBuchanNz 2 ай бұрын
That sounds amazingly cool! Can you say what you've worked on? (Sorry for going of on a tangent here, I'm just musing 😅) I've always found the capability of these mobile chips to be bizarrely good, so seeing stuff like full Resident Evil running on an iphone wasn't *that* shocking, but I've found it weird and a bit disappointing that despite this the market doesn't seem to care about it at all. The Steam Deck and Switch's popularity implies there are absolutely potential buyers, but why aren't they biting? It's far cheaper to get a game controller attachment than these devices after all, so it shouldn't be input. Is it just *relative* to the Candy Crushes of the world that they don't show up? Poor app store presentation? Investors not willing to back it?
@4.0.4
@4.0.4 2 ай бұрын
Awesome, I didn't know that. As someone who hopes to someday make a mobile game that isn't hot garbage this gives me hope.
@crimson-foxtwitch2581
@crimson-foxtwitch2581 2 ай бұрын
⁠​⁠​⁠​⁠​⁠​⁠​⁠@@SimonBuchanNzThis is due to a couple of factors. 1: The mobile market has been dominated by F2P monetization models since the mid-2010s. Paying even $5 for a fully-fledged game was a thing of the past a very long time ago, especially when you consider regions that the mobile market is at its most popular in: the whale-hunting model is especially effective. 2: The Switch is a 7-year-old console powered by a 12-year-old chipset. High-end smartphones exceeded the Switch’s hardware capabilities years ago, especially Apple hardware. 3: The iOS port of RE8 is exclusive to the highest-end versions of Apple’s highest-end smartphone, limiting potential audience significantly. 4: Resident Evil 8 is built upon a game engine *designed* for modern scalability on top of being a game originally built for last-generation home consoles as-is, as opposed to now where the hardware difference between the average smartphone and a current-generation console is somewhere in the ballpark of 3000%. 5. Newer console hardware and game engines has allowed developers to spend less and less time needing to optimize their assets, but it’s still faster and easier to build your game from-the-ground-up around the hardware you’re targeting anyway, especially if expensive graphical effects are integral to gameplay systems and your game’s art direction.
@comanderlucky656
@comanderlucky656 2 ай бұрын
I like your funny words magic technology man
@alexc4924
@alexc4924 2 ай бұрын
I don't see how that would work. You could order the vertex buffer, sure, but you'd still need entirely separate index data for each optimization level.
@techno_tuna
@techno_tuna 2 ай бұрын
I am an absolute novice at game dev whos been toying around in Unity and now Godot for about two years, and I have to say each one of your videos feels like I should be paying you for this kind of info. The fact that this is your FREE content is insane, and I'm excited to see what your paid content looks like. You have a knack for beginning small, simple, and approachable, and then expanding to the point that I'm pausing and writing things down and yet still not feeling overwhelmed. I've read through documentation and white papers before for plenty of other coding subjects, but nothing has ever made me WANT to like your videos do.
@Krischi6
@Krischi6 2 ай бұрын
I am aswell, probably even more novice. I am so happy you're using Godot. Open source is a really good thing imo. Do you know the project from a finnish dev called: Road to Vostok? He started his project in Unity, and then ported it to Godot. And I really think the port does look good, regardless of the let's say less lighthing etc. Go guys! :D
@mikkelens
@mikkelens 2 ай бұрын
If you want to get into paid resources worth their price(?) then I hear books on graphics programming are good.
@xWrongButtonx
@xWrongButtonx 2 ай бұрын
@Techno tuna, but you are paying it, by watching it dude.
@maythesciencebewithyou
@maythesciencebewithyou 2 ай бұрын
Nothing is stopping you from donating
@KiraSlith
@KiraSlith 2 ай бұрын
He DOES have a Teachable if you want to buy full courses.
@needleful
@needleful 2 ай бұрын
14:30 the "maximum area" triangulation improving performance so much is news to me! I usually create slices since it looks "nicer", but I should probably think more about the final result.
@blarghblargh
@blarghblargh 2 ай бұрын
optimize when you know your targets and know you're going to need it. you can't "optimize" everything. it's wasteful. if you can do "worst case" example scene and figure out how well it runs on the hardware you're targeting, then you might be able to get some inkling early of how to balance things out and spend your texture/triangle budgets. For the art itself, most people suggest trying to get even, quad-only topology. They don't tend to worry about triangulation performance. Stuff like UV density and how textures stretch when animated tend to dominate. For example, I wouldn't even bother trying to act on stuff like that "maximum area" example vs triangle fans, etc. That was more a tech demonstration to exacerbate a problem, rather than sound art advice. That all said, it can be good to avoid long, thin stuff when possible and to prefer workarounds, especially at lower LODs. For example maybe it's best at low LOD to have a flat quad with an alpha cutout texture instead of a lot of polygons that form boards on a bridge. And when making LODs, it can be good to zoom an object out to its max distance it will appear at that LOD, look in wireframe, and see how big polygons are compared to pixels they cover. That can give you some good ideas of how to spread out detail, and where to reduce detail. Or, if you're using UE5, enable nanite. Then you don't have to care :D
@thecat8411
@thecat8411 2 ай бұрын
The maximum area is probably also the worst looking. Many rendering techniques look way better when the density of triangles is uniform along a model surface. And this is more important than small optimization.
@crimson-foxtwitch2581
@crimson-foxtwitch2581 2 ай бұрын
@@blarghblarghActually, for the “maximum area” triangulation I found a method in Blender that makes these triangulations super easy to construct. Step 0: Bind Checker Deselect to a key of your choice(here I’ll use Mouse5) Step 1: Select the circle loop Step 2: Alternate Mouse5 and F until you’ve run out of smaller triangulations/hit an edge Step 3: Select all the overlapping faces and hit Delete, then “Only Faces” Step 4: Select the edge loop, it’ll automatically select every edge in there Congratulations, you now have an optimally-triangulated circle.
@blarghblargh
@blarghblargh 2 ай бұрын
@@crimson-foxtwitch2581 nice one! thanks for the tip
@needleful
@needleful 2 ай бұрын
@@thecat8411 I usually do the triangle fan out of habit, even on flat geometry or the bottoms of things. There are certainly cases where it'll look worse, but also cases where I did more work (usually extruding a default circular face and merging it to a point) for less than zero gain. Blender's default circle triangulation looks nearly the same as this "max area" algorithm.
@perplexedon9834
@perplexedon9834 2 ай бұрын
Ill confess, even up until about 10 minites in I has assumed, naively, that I did actually understand why billboards were so kuch better for performance, with thoughts along the line of "reading a precalculated viewing angle from a file/ram is MUCH cheaper than doing the matrix multiplication to calculate the physics perspective appearance of even a very low poly 3D mode". When you went through how the physically arcitexture of the GPU differently handles triangles with a size close to the pixel size, it was so mind-blowing. I haven't realised I was so starkly wrong about something in a while, such a great feeling!
@alexc4924
@alexc4924 2 ай бұрын
That may have been the case a very long time ago. In 2016 my laptop still ran vertex shaders on the CPU. Intel GMA architecture - absolute garbage. Thankfully Intel stopped using that architecture and put real GPUs on their chips.
@naxzed_it
@naxzed_it 12 күн бұрын
​@@alexc4924They stopped using that way before 2016
@Baltic_Dude
@Baltic_Dude 2 ай бұрын
Now send this to Mortal Kombat
@11nephilim
@11nephilim 2 ай бұрын
Really enjoyed this! As an artist you get told what things to avoid - e.g. long thin triangles and extremely small triangles, but it's rare to get a good explainer on *why*.
@krystofjakubek9376
@krystofjakubek9376 2 ай бұрын
This is a very nice video! I have heard avoiding micro triangles is a big thing but now I finally know why
@func8211
@func8211 2 ай бұрын
Nice profile pic
@Eckster
@Eckster 2 ай бұрын
Wow, this really explains why Nanite was such a breakthrough, of course it doesn't dig into the difficulty of implementation, but it does show how it eliminates the excessive tiny triangle issue.
@lanchanoinguyen2914
@lanchanoinguyen2914 2 ай бұрын
Raytracing will replace rasterization sometime and then nanite will have become obsolete.
@blarghblargh
@blarghblargh 2 ай бұрын
@@lanchanoinguyen2914 we don't have a clear picture when that transition will happen, so a solution that solves problems now is still valuable, and understanding the limitations of those solutions is also valuable. it's like saying "eventually we'll have cheap consumer space travel, so who cares about light rail?". maybe not as extreme, since full scene tracing with no rasterization MIGHT be plausible within the next 10 years. but I kinda doubt it. not only does the hardware that supports such a thing have to come out, but everyone has to have bought it and phased out older hardware, too. unless you're saying current high end gaming hardware is already capable of doing zero rasterization and getting all the same level of effects. I am not sure I've heard anything that says that's true.
@valshaped
@valshaped 2 ай бұрын
I doubt rasterization is going away any time soon, considering every GPU available today has a rasterization pipeline, and future GPUs have to keep a rasterization pipeline to maintain compatibility with - any web browser - any game on Steam (or GOG, or the Epic Games Store, etc.) - any commercial software Realtime raytracing is a neat addition to modern graphics cards, for sure, but it's not a silver bullet by any means.
@saniel2748
@saniel2748 2 ай бұрын
​ 1) We're extremely far from that happening 2) It's not like raytracing is immune to triangle counts
@TheFunDimension
@TheFunDimension 2 ай бұрын
@@lanchanoinguyen2914how come? What does one thing do with the other?
@rileymoore7025
@rileymoore7025 2 ай бұрын
One iconic example of billboards is the infamous 1000 Heartless fight in Kingdom Hearts 2. Back then, it would've been impossible to have 1000 entities individually moving and acting all at the same time. Square Enix's work around to this was to have only have a handful of active enemies actually nearby. Meanwhile, the rest of the Heartless would be represented by these 'billboards'. While in combat, it's hard to notice this detail at first, but it's extremely obvious on repeat playthroughs. This work around is also present when there's a swarm of Rapid Thrusters, except it's a lot less noticeable since the enemies are flying above you and often spawn offscreen rather than right in front of the player.
@jokered1133
@jokered1133 2 ай бұрын
I don’t think I’ve seen anything that talk about this stuff in this much detail, much respect for your career choice, I am truly amazed at the information dump and how accessible you’ve made it, thank you.
@pizzamonkey7801
@pizzamonkey7801 2 ай бұрын
this channel is insanely underrated. The amount of knowledge you offer with each video is absolutely great. Pleas keep this up.
@MantridJones
@MantridJones 4 күн бұрын
03:34 You just made my day for putting in Kai from the best TV Show ever made!
@thyroid99
@thyroid99 2 ай бұрын
From one 20+ year dev to another, your content is solid. And thanks for mentioning ATI!
@DevDunkStudio
@DevDunkStudio 2 ай бұрын
This is an amazing video. Really good information in a short and clear video. And this is information that is not found too often on KZfaq. Much appreciated!
@PaulSpades
@PaulSpades 2 ай бұрын
Amazing. Not only does this explain why intuition fails, but you also back up the technical reasoning with real industry solutions. Watching your videos, I somehow always come out with more information than I was expecting. Well done!
@Kolyasisan
@Kolyasisan 2 ай бұрын
The moment I saw the 2x2 grid in the thumbnail and you mentioned LODs I knew exactly that this is gonna be about workflow scheduling for fragment shaders. Great video as always
@CyberWolf755
@CyberWolf755 2 ай бұрын
Amazing video. Really like when I stumble on such high quality content. Would really like a part 2 covering Nanite and maybe alternatives other people developed
@Decodeish1
@Decodeish1 2 ай бұрын
Thank you a ton for the captions, really made it much easier to follow! Great video :)
@zawa5243
@zawa5243 2 ай бұрын
Thank you Bob from Bobs burgers for explaining graphics optimization
@hoffer_moment
@hoffer_moment 2 ай бұрын
been hoping for content like this for many years, great job
@ColinPaddock
@ColinPaddock 2 ай бұрын
Back in the ‘90s, Marathon used “imposters” for all of the moving characters. They were all sprites. Animated sprites with versions from 8 separate angles.
@mysparetime1541
@mysparetime1541 2 ай бұрын
You have by far the best game optimization content I’ve come across, can really tell that you know what you’re talking about and not just repeating words said by someone else. Really love the way you explain things with just the right amount of information for you to be able to understand these things fundamentally and really grasp the mechanics 🙏🙏
@AyushBakshi
@AyushBakshi 2 ай бұрын
Creators like you kept me motivated and today I'm a 3D and tech artist in my team. I'm not hardcore into graphics programming (yet) but I'm learning! One baby step at a time.
@herlantmajor5883
@herlantmajor5883 2 ай бұрын
Amazing video as always man! I have heard about this on the surface in my career, never found something that covers this subject with so much ease before, thanks
@millerbyte5579
@millerbyte5579 2 ай бұрын
This is fantastic, thank you Simon! Just bought both of your courses, looking forward to diving in.
@simondev758
@simondev758 2 ай бұрын
Hope you get a lot out of them!
@Zenairo
@Zenairo 2 ай бұрын
You're amazing, glad to have found this channel. Thank you for this easy to understand and useful information!
@FlipOfficial
@FlipOfficial 2 ай бұрын
This is a joy to watch! Glad I found this video 🙏🏼
@sabrina0013
@sabrina0013 2 ай бұрын
This is fascinating, and very helpful. Thank you!
@bhupesh_singh
@bhupesh_singh 2 ай бұрын
my adblocker works completely fine, but for your videos I always pause my adblockers so that I watch the ads and support your wonderful content ✨✨
@simondev758
@simondev758 2 ай бұрын
Hah thanks so much! Very appreciated :)
@kushagranigam3924
@kushagranigam3924 2 ай бұрын
This video is an absolute gem, Really thank you Simon for putting this up and making this so straightforward. Really got some deep insights about how GPU's work.
@benridesbikes6975
@benridesbikes6975 18 күн бұрын
You are an excellent teacher, the language and presentation was so easy to process even though I am only tangentially related to the topic, thanks for making this!
@ch3dsmaxuser
@ch3dsmaxuser 2 ай бұрын
Dude, this video is awesome! You have such a straightforward way to express your knowledge that I, not a graphics programmer, get it. Kudos!
@meezemusic
@meezemusic 2 ай бұрын
Simon! You are a saint! You even reference everything you mention. S tier content 👌
@p529.
@p529. 2 ай бұрын
Crazy informative video! Big props
@Purpial
@Purpial 2 ай бұрын
This is so incredibly in-depth, I learned so much from this video
@TXanders
@TXanders 2 ай бұрын
Finally! I no longer have to explain this every other day. Another brilliant coverage, well executed.
@Inferryu
@Inferryu 2 ай бұрын
I mean, you'll still have to link to it every other day :D
@PrismaticaDev
@PrismaticaDev 2 ай бұрын
Great video :) This will be my go-to when people ask about mesh-related optimization!
@MatBat__
@MatBat__ 2 ай бұрын
Dude, amazing content. How interesting! Thx for sharing your knowledge, cheers!
@mikzart
@mikzart 2 ай бұрын
So interesting. Thanks for your work, I really appreciate it!
@mikzart
@mikzart 2 ай бұрын
I will watch it several times with taking notes and watch other resources to create understanding
@EmersonPeters
@EmersonPeters 24 күн бұрын
Thank you so so so much for this, this is extremely helpful!
@MargudnRoboter
@MargudnRoboter 2 ай бұрын
Thank you for this Video. This is such an eye opening thing! I would have never assumed that the rasterizer expects triangles that are atleast 4x4 pixels. I have always assumed, that is was a simple less stuff render
@zeez7777
@zeez7777 2 ай бұрын
Awesome video man. Really well presented
@ilya238
@ilya238 2 ай бұрын
Thanks, this was actually really interesting and helpful!
@user-fo5qv4ll6i
@user-fo5qv4ll6i 2 ай бұрын
Wonderful technical deep dive. Great job 👏
@Shabazza84
@Shabazza84 2 ай бұрын
Absolutely love the way you explain things.
@melkileo
@melkileo 2 ай бұрын
Loved the video ! thanks for the content :)
@comatose3788
@comatose3788 Ай бұрын
Very well done. Even covered some stuff that never gets covered, like how billboards are used along with LOD and occlusion culling. They never talk about billboards. First time I made a model doing all this, I was floored at how well it worked. This stuff changed everything back in the day. You also said one of my favorite words, lol ... Automagically.
@nebuchadnezzer2436
@nebuchadnezzer2436 2 ай бұрын
You just explained what is, really, a constant, complex technical process, in a way pretty much anyone can follow and understand, and that's more than can be said for a lot of teachers/professors... I knew, for instance, a good amount of what was covered here, just accumulated knowledge over the years of gaming and satisfying my curiosity, and guessed cranking up sheer volume of triangles would tank FPS pretty quickly... But now, I actually understand *why*... Thanks for the insight 😍
@ivanalantiev2397
@ivanalantiev2397 2 ай бұрын
What a great video, I kinda always wanted to understand the performance optimization techniques better, but just didn't really had time to do the digging. Thank you for your effort!
@ahmedp8009
@ahmedp8009 2 ай бұрын
Brilliant explanation! Thank you
@miklov
@miklov 2 ай бұрын
Great stuff, thank you! I really should watch more of your videos ^^
@UsaraDark
@UsaraDark 2 ай бұрын
These are the kinds of videos that inspire me to one day dive into the graphics side of computers. I've always wanted to touch shaders and 3D modeling, but it has always felt beyond my understanding. This helps.
@TheNumberOfTheBeast666
@TheNumberOfTheBeast666 2 ай бұрын
Rare Lexx reference! Don't think some of us didn't spot that.
@simondev758
@simondev758 2 ай бұрын
May his divine shadow fall upon you.
@lhb82
@lhb82 2 ай бұрын
No mentioning of Lexx will go unnoticed ;D
@dbweb.creative
@dbweb.creative 2 ай бұрын
Man, thank you for your channel!
@frendoman
@frendoman 22 күн бұрын
"Mommy, Daddy, where do pixels come from?" SimonDev: "Sit down son"
@petesidtech4adventures415
@petesidtech4adventures415 2 ай бұрын
That's a fantastic explanation, thank you!
@AcrioAlarius
@AcrioAlarius 2 ай бұрын
Awesome content, very informative ❤
@NeoToXo
@NeoToXo 28 күн бұрын
I just found this through a reddit comment and I didn't knew how much I needed to know this. Thank so much for explaining. This is so valuable and I definetely will buy ad start with your game math course. Awesome stuff
@freelunch1458
@freelunch1458 2 ай бұрын
“I’ve always been interested in optimizations” man I wish this was a requirement to work for any big game company 😭
@Nebb_
@Nebb_ 2 ай бұрын
Very interesting video, I’ve always wondered why more/smaller verticies were taxing on preformace and I’m glad that you made a video explaining it in a easy to understand manner
@xlerb2286
@xlerb2286 2 ай бұрын
Very informative. I'm not a game developer but I enjoy understanding some of the complexities. I didn't realize that small triangles were an issue. Not being familiar with how gpu's work at that level of detail I'd figured a triangle is a triangle.
@dbatdev
@dbatdev 2 ай бұрын
Thank you. Very well communicated. Much appreciated.
@siristhedragon
@siristhedragon 2 ай бұрын
This flipped a switch in my head; this all makes WAY more sense now! Thank you!
@crackedemerald4930
@crackedemerald4930 2 ай бұрын
Good luck on your ventures, non-binary black horned dragon dev! Take it ez! 😎 👍
@publicalias8172
@publicalias8172 2 ай бұрын
delete this @@crackedemerald4930
@xzinik2961
@xzinik2961 2 ай бұрын
wow this feels like a masterclass, subscribed
@sheridancarter78
@sheridancarter78 2 ай бұрын
this is a really good video and also i really like your voice. thank you for making this 😊
@3DWithLairdWT
@3DWithLairdWT 2 ай бұрын
I very much appreciate the time you take to do these breakdowns! There's always more to learn in the world of graphics programming - and it's a blessing to call it my career ^__^
@sorialexandre
@sorialexandre 2 ай бұрын
It blows my mind... one more day that I realize I know nothing. Thank you very much!! Perfect explanation and quality like always.
@SloppyPuppy
@SloppyPuppy 2 ай бұрын
Just love the John Carmack quote on the article 😂
@SIMSONNECK
@SIMSONNECK 2 ай бұрын
Amazing video. Very well explained. It's funny, that even though I already knew why rendering tiny triangles is a problem, I never made the connection that thats the reason why lod works so well
@vazquezsebastian9764
@vazquezsebastian9764 2 ай бұрын
Great video, very technical but clear witch is really great ! If you like it, keep up the good work
@hotpocketbagel
@hotpocketbagel 2 ай бұрын
which
@curiouspers
@curiouspers 2 ай бұрын
this is awesome! thank you!
@batty251
@batty251 2 ай бұрын
This has helped me understand better into a current implementation that I wish to achieve in a new game I am making in how to make sure it can sustain a stable load and keep processes down and achieve a higher fps.
@alexc4924
@alexc4924 2 ай бұрын
the best thing you can ever do for performance is just render less, and that means there's less art work and less programming work too. The pixelated, triangulated game art style isn't considered as ugly these days. Squares didn't stop Minecraft.
@ValentinCoding
@ValentinCoding 2 ай бұрын
That's awesome content as always
@IAm18PercentCarbon
@IAm18PercentCarbon 2 ай бұрын
This sounds like H. Jon Benjamin is teaching me computer graphics, and it's amazing. Great explanation of 2x2 quads, friend! I'd never really understood how to optimize for them before and I'm already excited to apply some of these tips.
@gogbone
@gogbone 2 ай бұрын
i was thinking the same thing lmfao
@D3ltus
@D3ltus 2 ай бұрын
Thanks for the video, very easy to understand and very interesting
@miguelnobre9788
@miguelnobre9788 2 ай бұрын
because of you i found Lexx, been trying to find it for the past 15-20 years :D thank you, subscription deserved from all the info (and the extra one)!!!
@simondev758
@simondev758 2 ай бұрын
May his divine shadow fall upon you.
@lhb82
@lhb82 2 ай бұрын
@@simondev758 More people need to know about Lexx!
@animeknowledge5048
@animeknowledge5048 2 ай бұрын
Amazing teacher definitely gonna buy your courses
@Backup1982
@Backup1982 2 ай бұрын
Thanks for this deep dive. You should use frame time instead of FPS on your plots though. As FPS is a reciprocal and thus makes reading the plot much harder.
@simondev758
@simondev758 2 ай бұрын
Yeah, I had to choose 1 of 2 ways. I try to err on the side of caution, and go with what I *think* more people will understand intuitively. Go with fps, that's broad, less technical people will understand this but at the annoyance of technical people. The technical people should still, in theory, understand just fine though. Go with frametime, you end up potentially confusing less technical people, but it's a more straightforward metric for technical people. Either way, you're wrong for a % of people, unless you spend extra video time explaining your choice.
@Robloxtopfive
@Robloxtopfive 2 ай бұрын
@@simondev758 Funny that you mention Humus in the video, I read the FPS vs. framerate post only today. It annoys him so much in scientific settings but for the average person 60 FPS is more intuitive than 16.666 MS frame time. I'm trying to benchmark my GLSL shader library, in your experience Simon, any other pitfalls when benchmarking fragment shaders or presenting results in an academic setting? Love the videos by the way, you got me to recreate a OSRS demo in Three.js.
@simondev758
@simondev758 2 ай бұрын
No amazing advice off the top of my head, only to think about what audience you're presenting to.
@Robloxtopfive
@Robloxtopfive 2 ай бұрын
@@simondev758 Thanks, that’s a fair point, I may actually watch tutorial videos on shaders to see how they’re explained. I’m presenting to those with a broad knowledge of CS but not necessarily anything graphics related.
@vanillagorillaog
@vanillagorillaog Ай бұрын
WELL PUT TOGETHER VIDEO 👍
@corporal381
@corporal381 2 ай бұрын
You have a wonderful Bobs Burgers deadpan delivery that just works.
@cem_kaya
@cem_kaya 2 ай бұрын
Thanks for mentioning life of a triangle.
@lemonjumpsofficial
@lemonjumpsofficial 2 ай бұрын
so far the best ones I've seen were done using a shader, 2 depth maps and 2images. it's a custom thing players do for vrchat, and it's so good, that it looks like the actual object just with couple of glitches. the genius of it is that it can encode essentially a 3d video. so it's used for stage performances for low power headsets such as oculus rift.
@lotar1228
@lotar1228 2 ай бұрын
Well you are really helping me develop my own game engine. Thanks a lot.
@amazingfootball1143
@amazingfootball1143 2 ай бұрын
Thanks for the pretty helpful video)
@firun2635
@firun2635 2 ай бұрын
The Crew Motorfest uses imposters (or, as I got to know them many years ago, sprites) for trees when you're using the map and zoom out. It's a nice throwback to when I started PC gaming.
@coder0xff
@coder0xff 2 ай бұрын
That software rasterizer part is fascinating. I would watch a video on that.
@JackPotniy
@JackPotniy 2 ай бұрын
This is golden content.
@erikm9768
@erikm9768 2 ай бұрын
Amazing video, really , really enjoyed this. Subscribed and hoping for more content of this quality. You'll hit 1M in no time! I didnt consider the statement that triangles and pixels are the same work for the GPU based of the unified shader pipeline. Some questions: - UE5's Nanite does some sort of software rasterizer for triangles that end up smaller than 32 pixels on the screen. I'm puzzled How can this be faster than hw rasterization? (sorry i wrote this before you dove into nanite towards the end of the video) - Isnt it natural that tris are slower than pixels also for the reason that transferring their information will tank the CPUGPU bus, while pixels naturally need no information transfer?
@simondev758
@simondev758 2 ай бұрын
When I mean SW, I mean they just don't use the HW rasterizer. They implement it in a CS. Pixels need a LOT of things, interpolated data from the vertices, whatever uniforms you've set, textures, etc.
@MissPiggyM976
@MissPiggyM976 2 ай бұрын
Very useful infos, many thanks!
@MrOnlineCoder
@MrOnlineCoder Ай бұрын
Amazing informative video in my OpenGL and Vulkan journey. Thank you!
@joshuadrewlow
@joshuadrewlow 2 ай бұрын
How many pixels were born while watching this? 😲 Great explanations, even I didn't understand half the stuff! Nice work!
@jumpingman6612
@jumpingman6612 Ай бұрын
Great video, thank you!
@naiknaik8812
@naiknaik8812 2 ай бұрын
god these videos are so good dude
@DKannji
@DKannji 2 ай бұрын
In intro to 3D modelling we were told very sternly, "keep the triangle count to a minimum, and remove as many unnecessary triangles as possible. So this is nothing new to my ears... but it is fun to listen to anyways.
@imashelhazona
@imashelhazona 2 ай бұрын
Very intresting, thank you!
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