>>718743352
threat interactive? he still makes videos, and the ue5 turdies still cry about him. you know what's amazing though? they literally never refute him, not even once. the one guy that knew what he was talking about attacked him in a roundabout way, while still saying retarded shit like "it's ok to target 30 fps and use 1 billion nanite trees". nanite is cool, hypothetically. the point of it is to be able to render huge, polygon dense objects, and cull it in chunks. basically, you take a 100k polygon model, and it's broken up dynamically into a bunch of little clusters of polygons, when when you do something like obscure the model behind a wall, so only 20% of the model is visible, the engine only has to render 20% of the polygons. traditional rendering renders the entire object unless it's 100% obscured, so your options are basically "model on/off". that's what lods are for, the further away you are, the less polygons the model uses. this is nearly a 1 button setup in ue5, it has a very good lod generator. threat interactive's argument was "why not just optimize models to not be 100k polygons instead?" and they had a shit fit. 10 years ago, mgs 5 was hyper optimized in every single way, using every trick possible, trying to never sacrifice speed. snake was something like 20k polygons in total. today, we have characters in the hundreds of thousands. sure, they look better, but not dramatically better. that's one of the primary reasons things run so bad. combine that with mandatory raytracing, which unreal is trying to solve with lumen, but devs even hammer lumen to max settings. did you know lumen is entirely a trick? the reflections are just captures of the scene, rendered as blobs, with tiny polygon counts. developers override this on purpose, so you're practically rendering games twice. for reflections in puddles.