When Optimisations Work, But for the Wrong Reasons

2024 ж. 28 Қаң.
766 182 Рет қаралды

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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  • 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

    @simondev758@simondev7583 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.

      @shannenmr@shannenmr3 ай бұрын
    • of course none of it matters now because we got Nanite :O

      @uncletrashero@uncletrashero3 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

      @lazygenie5616@lazygenie56163 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.

      @simondev758@simondev7583 ай бұрын
    • Should it be better if we had hexagonial displays instead of square pixels?

      @jjeeqq@jjeeqq3 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.

    @FrozenDozer@FrozenDozer3 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.

      @aeoliun@aeoliun3 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

      @Krischi6@Krischi63 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

      @smokinglife8980@smokinglife89803 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)

      @whannabi@whannabi3 ай бұрын
    • What do you do with this knowledge?

      @youtubelisk@youtubelisk3 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

    @tux1468@tux14683 ай бұрын
    • I didn't even think of among us when watching the video, my brain must be healing.

      @agushernandezquiroga9064@agushernandezquiroga90643 ай бұрын
    • @@agushernandezquiroga9064 agreed. I think i am healing too

      @ps-dh8ef@ps-dh8ef3 ай бұрын
    • I haven’t thought about among us for 1 years.

      @prometheus9732@prometheus97323 ай бұрын
    • GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD 📮🔪

      @FabulousJejmaze@FabulousJejmaze3 ай бұрын
    • oh hi tux

      @cyberneticsquid@cyberneticsquid2 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

    @almachizit3207@almachizit32073 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.

      @vanqy.@vanqy.2 ай бұрын
    • ​@@vanqy. You can't put that type of thing on the driver level, maybe the API level.

      @vyor8837@vyor88372 ай 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.

      @MustacheMerlin@MustacheMerlinАй бұрын
    • @@MustacheMerlin *"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."* Errr.... Rendering at 640 x 480 IS a buttload faster than rendering at 3840 x 2160. Just as one would expect. DLSS involves a whole lot of processing, just like AA or anything else. And so --- just as one would expect --- it doesn't deliver the same performance as actually rendering at a given nominal resolution.

      @bricaaron3978@bricaaron39784 күн 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.

    @kittenmittenkitten@kittenmittenkitten3 ай бұрын
    • This was incredibly challenging and I think it was the end result of a decade of research.

      @djmips@djmips3 ай бұрын
    • @@djmips Decade to find bottle neck. Some month to fix one.

      @mrpojsomnoj3313@mrpojsomnoj33133 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.

      @DreadKyller@DreadKyller3 ай бұрын
    • ​@@DreadKyllerNanite also prebakes and quantizes meshes, so there's really no excuse as it's basically moving a slider.

      @SimonBuchanNz@SimonBuchanNz3 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.

      @woobilicious.@woobilicious.3 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.

    @matts.1352@matts.13523 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?

      @SimonBuchanNz@SimonBuchanNz3 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.

      @4.0.4@4.0.43 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.

      @crimson-foxtwitch2581@crimson-foxtwitch25813 ай бұрын
    • I like your funny words magic technology man

      @comanderlucky656@comanderlucky6563 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.

      @thewhitefalcon8539@thewhitefalcon85393 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.

    @techno_tuna@techno_tuna3 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

      @Krischi6@Krischi63 ай бұрын
    • If you want to get into paid resources worth their price(?) then I hear books on graphics programming are good.

      @mikkelens@mikkelens3 ай бұрын
    • @Techno tuna, but you are paying it, by watching it dude.

      @xWrongButtonx@xWrongButtonx3 ай бұрын
    • Nothing is stopping you from donating

      @maythesciencebewithyou@maythesciencebewithyou3 ай бұрын
    • He DOES have a Teachable if you want to buy full courses.

      @KiraSlith@KiraSlith3 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.

    @needleful@needleful3 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

      @blarghblargh@blarghblargh3 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.

      @thecat8411@thecat84113 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.

      @crimson-foxtwitch2581@crimson-foxtwitch25813 ай бұрын
    • @@crimson-foxtwitch2581 nice one! thanks for the tip

      @blarghblargh@blarghblargh3 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.

      @needleful@needleful3 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!

    @perplexedon9834@perplexedon98343 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.

      @thewhitefalcon8539@thewhitefalcon85393 ай бұрын
    • ​@@thewhitefalcon8539They stopped using that way before 2016

      @naxzed_it@naxzed_itАй бұрын
  • “I’ve always been interested in optimizations” man I wish this was a requirement to work for any big game company 😭

    @freelunch1458@freelunch14583 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*.

    @11nephilim@11nephilim3 ай бұрын
  • Now send this to Mortal Kombat

    @Baltic_Dude@Baltic_Dude3 ай бұрын
    • What do you mean? I don't get it

      @danifurka6790@danifurka679011 күн 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.

    @Eckster@Eckster3 ай бұрын
    • Raytracing will replace rasterization sometime and then nanite will have become obsolete.

      @lanchanoinguyen2914@lanchanoinguyen29143 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.

      @blarghblargh@blarghblargh3 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.

      @valshaped@valshaped3 ай бұрын
    • ​ 1) We're extremely far from that happening 2) It's not like raytracing is immune to triangle counts

      @saniel2748@saniel27483 ай бұрын
    • @@lanchanoinguyen2914how come? What does one thing do with the other?

      @TheFunDimension@TheFunDimension3 ай бұрын
  • This is a very nice video! I have heard avoiding micro triangles is a big thing but now I finally know why

    @krystofjakubek9376@krystofjakubek93763 ай бұрын
    • Nice profile pic

      @func8211@func82113 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.

    @rileymoore7025@rileymoore70253 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.

    @jokered1133@jokered11333 ай бұрын
  • this channel is insanely underrated. The amount of knowledge you offer with each video is absolutely great. Pleas keep this up.

    @pizzamonkey7801@pizzamonkey78013 ай бұрын
  • Thank you a ton for the captions, really made it much easier to follow! Great video :)

    @Decodeish1@Decodeish12 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 KZhead. Much appreciated!

    @DevDunkStudio@DevDunkStudio3 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!

    @PaulSpades@PaulSpades3 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

    @Kolyasisan@Kolyasisan3 ай бұрын
  • been hoping for content like this for many years, great job

    @hoffer_moment@hoffer_moment3 ай бұрын
  • From one 20+ year dev to another, your content is solid. And thanks for mentioning ATI!

    @thyroid99@thyroid993 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 🙏🙏

    @mysparetime1541@mysparetime15413 ай бұрын
  • You're amazing, glad to have found this channel. Thank you for this easy to understand and useful information!

    @Zenairo@Zenairo3 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

    @herlantmajor5883@herlantmajor58833 ай бұрын
  • This is fascinating, and very helpful. Thank you!

    @sabrina0013@sabrina00133 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

    @CyberWolf755@CyberWolf7553 ай бұрын
  • Thank you Bob from Bobs burgers for explaining graphics optimization

    @zawa5243@zawa52433 ай бұрын
  • This is a joy to watch! Glad I found this video 🙏🏼

    @FlipOfficial@FlipOfficial3 ай 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!

    @benridesbikes6975@benridesbikes6975Ай 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.

    @kushagranigam3924@kushagranigam39243 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.

    @ColinPaddock@ColinPaddock3 ай бұрын
  • This is fantastic, thank you Simon! Just bought both of your courses, looking forward to diving in.

    @millerbyte5579@millerbyte55793 ай бұрын
    • Hope you get a lot out of them!

      @simondev758@simondev7583 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.

    @comatose3788@comatose37882 ай бұрын
  • "Mommy, Daddy, where do pixels come from?" SimonDev: "Sit down son"

    @frendoman@frendomanАй 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.

    @AyushBakshi@AyushBakshi3 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!

    @ch3dsmaxuser@ch3dsmaxuser3 ай бұрын
  • Crazy informative video! Big props

    @p529.@p529.3 ай бұрын
  • Wonderful technical deep dive. Great job 👏

    @user-fo5qv4ll6i@user-fo5qv4ll6i3 ай бұрын
  • This is so incredibly in-depth, I learned so much from this video

    @Purpial@Purpial3 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 ✨✨

    @bhupesh_singh@bhupesh_singh3 ай бұрын
    • Hah thanks so much! Very appreciated :)

      @simondev758@simondev7583 ай бұрын
  • Dude, amazing content. How interesting! Thx for sharing your knowledge, cheers!

    @MatBat__@MatBat__3 ай бұрын
  • Thank you so so so much for this, this is extremely helpful!

    @EmersonPeters@EmersonPetersАй бұрын
  • Finally! I no longer have to explain this every other day. Another brilliant coverage, well executed.

    @TXanders@TXanders3 ай бұрын
    • I mean, you'll still have to link to it every other day :D

      @Inferryu@Inferryu3 ай бұрын
  • Great video :) This will be my go-to when people ask about mesh-related optimization!

    @PrismaticaDev@PrismaticaDev3 ай бұрын
  • Great video! Very nicely explained, and truly an unexpectedly fascinating topic. It never even crossed my mind to ask whether there was more to why LODs work. Super interesting stuff.

    @SZvenM@SZvenM4 күн 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

    @MargudnRoboter@MargudnRoboter3 ай бұрын
  • Thanks, this was actually really interesting and helpful!

    @ilya238@ilya2383 ай бұрын
  • Absolutely love the way you explain things.

    @Shabazza84@Shabazza843 ай бұрын
  • 03:34 You just made my day for putting in Kai from the best TV Show ever made!

    @MantridJones@MantridJones22 күн 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

    @Nebb_@Nebb_3 ай бұрын
  • Awesome video man. Really well presented

    @zeez7777@zeez77773 ай бұрын
  • That's a fantastic explanation, thank you!

    @petesidtech4adventures415@petesidtech4adventures4153 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!

    @ivanalantiev2397@ivanalantiev23973 ай 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

    @NeoToXo@NeoToXoАй бұрын
  • Great stuff, thank you! I really should watch more of your videos ^^

    @miklov@miklov3 ай бұрын
  • So interesting. Thanks for your work, I really appreciate it!

    @mikzart@mikzart3 ай бұрын
    • I will watch it several times with taking notes and watch other resources to create understanding

      @mikzart@mikzart3 ай бұрын
  • Brilliant explanation! Thank you

    @ahmedp8009@ahmedp80093 ай бұрын
  • Man, thank you for your channel!

    @dbweb.creative@dbweb.creative3 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.

    @xlerb2286@xlerb22863 ай бұрын
  • wow this feels like a masterclass, subscribed

    @xzinik2961@xzinik29613 ай бұрын
  • Thank you. Very well communicated. Much appreciated.

    @dbatdev@dbatdev3 ай бұрын
  • Loved the video ! thanks for the content :)

    @melkileo@melkileo3 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.

    @UsaraDark@UsaraDark3 ай бұрын
  • Awesome content, very informative ❤

    @AcrioAlarius@AcrioAlarius3 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

    @SIMSONNECK@SIMSONNECK3 ай бұрын
  • Simon! You are a saint! You even reference everything you mention. S tier content 👌

    @meezemusic@meezemusic3 ай бұрын
  • this is a really good video and also i really like your voice. thank you for making this 😊

    @sheridancarter78@sheridancarter783 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.

    @firun2635@firun26352 ай бұрын
  • That software rasterizer part is fascinating. I would watch a video on that.

    @coder0xff@coder0xff3 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.

    @DKannji@DKannji3 ай бұрын
  • Thanks for the video, very easy to understand and very interesting

    @D3ltus@D3ltus3 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 😍

    @nebuchadnezzer2436@nebuchadnezzer24363 ай бұрын
  • Great video, very technical but clear witch is really great ! If you like it, keep up the good work

    @vazquezsebastian9764@vazquezsebastian97643 ай бұрын
    • which

      @hotpocketbagel@hotpocketbagel2 ай бұрын
  • Amazing teacher definitely gonna buy your courses

    @animeknowledge5048@animeknowledge50483 ай бұрын
  • WELL PUT TOGETHER VIDEO 👍

    @vanillagorillaog@vanillagorillaog2 ай бұрын
  • This flipped a switch in my head; this all makes WAY more sense now! Thank you!

    @siristhedragon@siristhedragon3 ай бұрын
    • Good luck on your ventures, non-binary black horned dragon dev! Take it ez! 😎 👍

      @crackedemerald4930@crackedemerald49303 ай бұрын
    • delete this @@crackedemerald4930

      @publicalias8172@publicalias81723 ай бұрын
  • Rare Lexx reference! Don't think some of us didn't spot that.

    @TheNumberOfTheBeast666@TheNumberOfTheBeast6663 ай бұрын
    • May his divine shadow fall upon you.

      @simondev758@simondev7583 ай бұрын
    • No mentioning of Lexx will go unnoticed ;D

      @lhb82@lhb823 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 ^__^

    @3DWithLairdWT@3DWithLairdWT3 ай бұрын
  • That's awesome content as always

    @ValentinCoding@ValentinCoding3 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.

    @IAm18PercentCarbon@IAm18PercentCarbon3 ай бұрын
    • i was thinking the same thing lmfao

      @gogbone@gogbone3 ай бұрын
  • this is awesome! thank you!

    @curiouspers@curiouspers3 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.

    @batty251@batty2513 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.

      @thewhitefalcon8539@thewhitefalcon85393 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)!!!

    @miguelnobre9788@miguelnobre97883 ай бұрын
    • May his divine shadow fall upon you.

      @simondev758@simondev7583 ай бұрын
    • @@simondev758 More people need to know about Lexx!

      @lhb82@lhb823 ай бұрын
  • Thanks for mentioning life of a triangle.

    @cem_kaya@cem_kaya3 ай бұрын
  • Great video, thank you!

    @jumpingman6612@jumpingman6612Ай бұрын
  • Just love the John Carmack quote on the article 😂

    @SloppyPuppy@SloppyPuppy3 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.

    @sorialexandre@sorialexandre3 ай бұрын
  • Well you are really helping me develop my own game engine. Thanks a lot.

    @lotar1228@lotar12283 ай бұрын
  • Thanks for the pretty helpful video)

    @amazingfootball1143@amazingfootball11433 ай бұрын
  • Amazing informative video in my OpenGL and Vulkan journey. Thank you!

    @MrOnlineCoder@MrOnlineCoderАй бұрын
  • I’m so sad to hear about your esophagus cancer 😢. You’re my favorite youtuber I hope you get better soon!

    @sporefergieboy10@sporefergieboy103 ай бұрын
  • Very useful infos, many thanks!

    @MissPiggyM976@MissPiggyM9763 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.

    @lemonjumpsofficial@lemonjumpsofficial3 ай бұрын
  • Eskil Steenberg also wrote a really great blog about the effects of things like topology and overdraw on rendering performance, but I haven't been able to find it for a few years now.

    @Fafhrd42@Fafhrd422 ай бұрын
  • Great video!

    @sealsharp@sealsharp3 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.

    @Backup1982@Backup19823 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.

      @simondev758@simondev7583 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.

      @Robloxtopfive@Robloxtopfive3 ай бұрын
    • No amazing advice off the top of my head, only to think about what audience you're presenting to.

      @simondev758@simondev7583 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.

      @Robloxtopfive@Robloxtopfive3 ай бұрын
  • I had a scene I was prepping to add into a vr game, and was unhappy with the default low ploy trees; it took a lot of time, but I finally found a solid imposter setup that detailed branches (from a few feet away anyways, if you gave it physical distance) which overlaps the image. I don't intend to have the branches move, so I figure I can just set them all to static if I can figure out the normal maps (it is horribly buggy at times even with regular alpha maps or the like), though there is this one technique I hope to use where you only have 1 draw call for same objects (as they have rotation differences, I figure it should still work as they are the same size).

    @Suzuki_Hiakura@Suzuki_Hiakura2 ай бұрын
  • Bro crazy mr.doob is your patron sponsor. Great job!

    @weizenyang@weizenyang3 ай бұрын
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