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#jedisurvivor#unrealengine4#drawcalls

When Botched GPU Optimization is Eclipsed By CPU issues: Jedi Survivor Full Frame Analysis

Threat Interactive

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  • Recommended by 2 people: 2 in engineering communities.
  • Linked in the descriptionTU-Clausthal-Rendering/Ray-Traced-Stochastic-Depth-Map
  • May be out of date. The tools, versions or practices it shows have likely moved on.
  • An opinion. It argues one side of a question engineers disagree on.

Intermediate. Assumes working knowledge.

186K views2 years ago2 recommendations

Graphics and audioGame developmentPerformance and optimizationRenderingGame programming

A detailed frame analysis of Star Wars: Jedi Survivor, examining draw calls, culling, and CPU bottlenecks in its Unreal Engine pipeline.

To try everything Brilliant has to offer—free—for a full 30 days, visit brilliant.org/ThreatInteractive . You’ll also get 20% off an annual premium subscription. Are you a game developer looking to make your game more performant? After watching this full frame analysis on Star Wars: Jedi Survivor, you will learn about several topics such as bloated portions that could exist in your UE4 pipeline, abusive uses of temporal AA/SS, topology optimizations, and the truth about over pushed AI upscaling vs deterministic potential. Are you a gamer or graphics enthusiast? Finally witness how several portions of this famous game is bloated with hundreds of calls across the GPU pipeline. Draw call by draw call on affordable GPU hardware several times beyond 8th generation hardware and learn about what AAA should have provided. We are here to provide the PROOF for gamers and guide developers about the modern issues with how realism is being destroyed by poor shader designs. Drop us a 👍's up & subscribe to KEEP the YouTube algorithm on our side! Thank you! We intend to set up a crowdfunding page once we get to 100K subscribers but since many of our supporters want to donate early and have given us Superthanks we decided to go ahead and set up a Patreon because they take a much smaller % than YouTube does. All of it helps and we truly appreciate all donations. Thank you! Chapters: Abstract: Why Star Wars Jedi Survivor & Not OutLaws?: Test Conditions and Variables(TC&V1): AI AA vs Half Competent TAA(TC&V2): Completed Frame Comments: Dispatches: Early Z Pass: G-buffers, Quads, and Topology: Shadows and Fog: Decal Shading & SSAO: Lighting, Shadows, & GI: The Most Advanced TAA Analysis So Far: Motion Blur and Finished Frame: Estimated Budget: 1st Conclusion-Early Z : 2nd Conclusion-Topology: 3rd Conclusion-SSAO: 4th Conclusion-Bloated Indirect Lighting: You Can Now Make Your Own Conclusions!: Outro: Our Website: threatinteractive.wordpress.com For Updates or Questions, contact our studio or founder on with these links: Threat Interactive: Email: ThreatInteractive@gmail.com Twitter: x.com/ThreatInteract Reddit: reddit.com/user/ThreatInteractive/ LinkedIn: linkedin.com/ThreatInteractive Studio Founder: Twitter: x.com/TheKevinJimenez Credits: ea.com/frostbite/news/physically-based-unified-volumetric-re… activision.com/cdn/research/PracticalRealtimeStrategiesTRfin… de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_smal… perso.telecom-paristech.fr/boubek/papers/PhongTessellation/ youtu.be/ycJ434Lh21w?t=1691 advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_A… github.com/TU-Clausthal-Rendering/Ray-Traced-Stochastic-Dept… Special Thanks to our supporter

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2 people recommend this

What people say. Recommended for its detailed breakdown of game performance bottlenecks, draw calls, and culling issues.

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u/TomClabaultin r/GraphicsProgramming • Recommends

When Botched GPU Optimization is Eclipsed By CPU issues: Jedi Survivor Frame Analysis.

u/TrueNextGenin r/GraphicsProgramming • Recommends

On “Efficient culling”

# Efficient culling Okay, well the whole reason we have culling is to reduce draw calls,and single pixel overdraw. Small objects will bloat Early Z and not even occlude objects (if not right up to the camera, which is why you would want a value to represent this) and if your animated objects are distance and small on screen, and have a relatively small amount per-pixel cost(material cost/instruction cost,rendering method), it shouldn't have a major perf impact. Ofc this isn't the same if you have hundreds of animated objects on screen which also causes bad quad overdraw in that case you would want quadless software rendering. Have the CPU work on your best occluders such a…
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