The Truth About AW2's Overhyped Graphics | A Threat Interactive Wake-Up Call

The Truth About AW2's Overhyped Graphics | A Threat Interactive Wake-Up Call

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The Truth About AW2's Overhyped Graphics | A Threat Interactive Wake-Up Call
Threat Interactive's eleventh video will cover Alan Wake 2 and its graphic approach to end the poor arguments defending this game. It's time to end the LIES about how great the graphics are and how it's a "9th gen wonder" by exposing the disgusting botchery of rasterized graphics to promote their sponsor's (Nvidia) unneeded vendor accelerated software. Chapters: Intro: 0:00 First Frame Notes: 0:52 Bloated Foliage Movement: 1:42 Prepass: 2:21 Culling & Shadows: 3:05 Terrain Basepass(Biggest Perf Hit): 3:48 Complete Basepass: 4:14 Lighting Draws: 4:32 More Lighting With Post Processing & Effects: 5:20 FSR2: 5:45 Ending Draws & Final Timing: 6:40 Raytracing & Foliage Problems: 7:05 Geometric Woes: 7:58 Everyone Forgets The Bad Shadow Situation: 9:43 Understanding The Lighting Logic: 10:41 The Specular Logic in AW2: 11:48 The Diffuse Logic in AW2: 12:38 SSAO: 13:11 Forcing Consumers To Perceived More Value in RT Than Deserved: 13:47 Dismantling A Recent Slander Tatic & Outro: 14:50 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, workflows and false narratives. Drop us a 👍's up & subscribe, and watch the whole video without skipping to KEEP the YouTube algorithm on our side! Thank you! Our Website: https://threatinteractive.wordpress.com For Updates or Questions, contact our studio or founder on with these links: Threat Interactive: Email: [email protected] X / Twitter: https://x.com/ThreatInteract Reddit: https://www.reddit.com/user/ThreatInteractive/ LinkedIn: https://www.linkedin.com/company/threat-interactive Studio Founder: X / Twitter: https://x.com/TheKevinJimenez Credits: https://youtu.be/Ca1hHC2EctY?si=PrEEB3YPJ9nKDNfB https://learn.microsoft.com/en-us/windows/win32/direct3d12/using-resource-barriers-to-synchronize-resource-states-in-direct3d-12 https://mynameismjp.wordpress.com/2018/03/06/breaking-down-barriers-part-1-whats-a-barrier/ https://www.dsdambuster.com/blog/lsao-part-1 https://advances.realtimerendering.com/s2015/SIGGRAPH_2015_Remedy_Notes.pdf https://youtu.be/eviSykqSUUw?si=4u1vznQ81IVW_2fA https://youtu.be/EtX7WnFhxtQ?si=ZzMdW-BqnUIZz2pl https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine https://vimeo.com/880842428 (Alan Wake 2 Bones Debug) https://www.remedygames.com/article/how-northlight-makes-alan-wake-2-shine https://media.gdcvault.com/gdc2024/Slides/GDC+slide+presentations/Kandar_Kiyavash_Large_Scale_GPU.pdf