When Optimisations Work, But for the Wrong Reasons

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  • Опубліковано 20 січ 2025

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  • @simondev758
    @simondev758  11 місяців тому +348

    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 11 місяців тому +7

      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 11 місяців тому +2

      of course none of it matters now because we got Nanite :O

    • @lazygenie5616
      @lazygenie5616 11 місяців тому +4

      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  11 місяців тому +16

      @@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 11 місяців тому

      Should it be better if we had hexagonial displays instead of square pixels?

  • @FrozenDozer
    @FrozenDozer 11 місяців тому +4828

    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 11 місяців тому +132

      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.

    • @smokinglife8980
      @smokinglife8980 11 місяців тому

      ​@@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

    • @w花b
      @w花b 11 місяців тому +64

      ​@@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 11 місяців тому +4

      What do you do with this knowledge?

    • @justseffstuff3308
      @justseffstuff3308 11 місяців тому +22

      @@youtubeliskHave fun knowing this :)
      Knowledge is its own end, imo. It's just fun to learn, when the education is properly executed.
      Might as well ask what people will do with their time playing video games- except this has a small chance of being slightly more practical

  • @frendoman
    @frendoman 9 місяців тому +405

    "Mommy, Daddy, where do pixels come from?"
    SimonDev: "Sit down son"

    • @HupfderFloh
      @HupfderFloh 6 місяців тому +16

      See, when tree vertices love each other very much...

    • @achorjustin9807
      @achorjustin9807 Місяць тому +1

      Comedy gold 🔥🤣

  • @almachizit3207
    @almachizit3207 11 місяців тому +1285

    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. 11 місяців тому +49

      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 10 місяців тому +34

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

    • @MustacheMerlin
      @MustacheMerlin 9 місяців тому +39

      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.

    • @bricaaron3978
      @bricaaron3978 8 місяців тому +46

      @@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.

    • @artosbear
      @artosbear 7 місяців тому +13

      Nanite rendering is absolutely destroying the performance in Remnant II, along with "smooth framerate" I know positively because using a mod to disable them increased performance so much I turned off upscalers, at 4k. So Ive been looking into nanite trying to understand why this tool for making and running high levels of details could also destroy performance, for little fidelity benefit

  • @kittenmittenkitten
    @kittenmittenkitten 11 місяців тому +1697

    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 11 місяців тому +312

      This was incredibly challenging and I think it was the end result of a decade of research.

    • @mrpojsomnoj3313
      @mrpojsomnoj3313 11 місяців тому +87

      @@djmips Decade to find bottle neck. Some month to fix one.

    • @DreadKyller
      @DreadKyller 11 місяців тому +571

      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 11 місяців тому +130

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

    • @woobilicious.
      @woobilicious. 11 місяців тому +21

      @@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.

  • @tux1468
    @tux1468 11 місяців тому +2300

    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 11 місяців тому +485

      I didn't even think of among us when watching the video, my brain must be healing.

    • @ps-dh8ef
      @ps-dh8ef 11 місяців тому +138

      @@agushernandezquiroga9064 agreed. I think i am healing too

    • @prometheus9732
      @prometheus9732 11 місяців тому +56

      I haven’t thought about among us for 1 years.

    • @FabulousJejmaze
      @FabulousJejmaze 11 місяців тому +94

      GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD 📮🔪

    • @cyberneticsquid
      @cyberneticsquid 11 місяців тому +4

      oh hi tux

  • @11nephilim
    @11nephilim 11 місяців тому +136

    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*.

  • @matts.1352
    @matts.1352 11 місяців тому +653

    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 11 місяців тому +27

      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 11 місяців тому +10

      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 11 місяців тому +44

      ⁠​⁠​⁠​⁠​⁠​⁠​⁠@@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 11 місяців тому +38

      I like your funny words magic technology man

    • @thewhitefalcon8539
      @thewhitefalcon8539 11 місяців тому +2

      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 11 місяців тому +504

    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.

    • @mikkelens
      @mikkelens 11 місяців тому +4

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

    • @WrongButtonWB
      @WrongButtonWB 11 місяців тому +4

      @Techno tuna, but you are paying it, by watching it dude.

    • @maythesciencebewithyou
      @maythesciencebewithyou 11 місяців тому +2

      Nothing is stopping you from donating

    • @KiraSlith
      @KiraSlith 11 місяців тому +2

      He DOES have a Teachable if you want to buy full courses.

  • @perplexedon9834
    @perplexedon9834 11 місяців тому +225

    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!

    • @thewhitefalcon8539
      @thewhitefalcon8539 11 місяців тому +23

      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 9 місяців тому

      ​@@thewhitefalcon8539They stopped using that way before 2016

    • @rockoman100
      @rockoman100 4 місяці тому +1

      i dont understand

    • @TijmenHatesads
      @TijmenHatesads 3 місяці тому +4

      ​@@thewhitefalcon8539that's such a nice way of saying "You might not have been wrong, maybe you're just poor."

  • @needleful
    @needleful 11 місяців тому +369

    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 11 місяців тому +57

      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 11 місяців тому +30

      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 11 місяців тому +30

      @@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 11 місяців тому

      @@crimson-foxtwitch2581 nice one! thanks for the tip

    • @needleful
      @needleful 11 місяців тому +2

      @@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.

  • @Baltic_Dude
    @Baltic_Dude 11 місяців тому +161

    Now send this to Mortal Kombat

    • @danifurka6790
      @danifurka6790 8 місяців тому +5

      What do you mean? I don't get it

    • @garr_inc
      @garr_inc 7 місяців тому +23

      @@danifurka6790
      I assume this relates to how much downgrade models had to receive for the Nintendo Switch port of MK1.

    • @404inc
      @404inc 7 місяців тому +5

      Would say to Cloud Imperium Games for Star Citizen First :D

    • @PositionOffsetGaming
      @PositionOffsetGaming 5 місяців тому +2

      MK11, and to a lesser extent MK "1" (12), have some of the most impressive and advanced rendering in realtime graphics. MK11 looks almost as good as some UE5 games today despite being made on UE3. They're aware...

    • @JonasArroyo_
      @JonasArroyo_ Місяць тому

      Mortal kombat file sizes are insane

  • @freelunch1458
    @freelunch1458 11 місяців тому +744

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

    • @Loggus66
      @Loggus66 4 місяці тому +29

      It is, they optimize their expensive dev time spent so your PC can be utilized better.

    • @esmolol4091
      @esmolol4091 3 місяці тому +30

      Dev might want it to be optimal, but the company suits at the top just care about fast releases and pleasing shareholders, which puts optimization at the rock bottom on the priority list.

    • @rianp1300
      @rianp1300 2 місяці тому +6

      The problem is not only the developers, but the budget and the deadline

    • @dra6o0n
      @dra6o0n Місяць тому +3

      Actually they care more about protecting their positions than improvements.
      If someone can improve everything, then these devs are out of a job.

    • @ChukiTheErmine
      @ChukiTheErmine 19 днів тому +1

      It will be probably cool. But the point that only thousands devs will have their job. Other will be trashed and fired. Not every single person would really spent time to learn this stuff, because the amount of information is giant. Let's ask the author of video how much time he spend to find out that information and learn how it works. I'm sure not so much if we are talking about video it self, but what about all information he learned before the idea of creating such video and info that helps to make it? I'm sure it will be a few years at least. Some people tries to learn 3d model creation apps and sometimes i see comments like "work 8+ years with it and first time hear about this!" And this things way easier to learn(just some tool or feature in application) than this whole bunch of stuff that looks simple at first, but actually require you to know at least some deep knowledge of math and geometry.
      Only not so much people will be able at this point work as game devs.

  • @jokered1133
    @jokered1133 11 місяців тому +31

    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.

  • @satana8157
    @satana8157 6 місяців тому +264

    Minecraft doesn't have LODs and its performance is embarrassing for the pixel art level of graphics it has.

    • @Draganox25
      @Draganox25 6 місяців тому +32

      If you're on pc, you can get the distant horizons mod that adds lods

    • @satana8157
      @satana8157 6 місяців тому +16

      @@Draganox25 Yeah I'm aware of the mod but it seems like it's not polished yet.

    • @Draganox25
      @Draganox25 6 місяців тому +8

      @satana8157 idk why you think that I use it and it looks fine to me let's me have a render distance of like 300 but only render like 32 chunks

    • @satana8157
      @satana8157 6 місяців тому +13

      ​@@Draganox25 I've seen some buggy videos, Maybe they fixed them then.
      My system is low end. Can it improve chunk loading speed if I keep the render distance pretty low?

    • @lemonlordminecraft
      @lemonlordminecraft 6 місяців тому +5

      Feel like getting the mod and trying it out can’t hurt

  • @krystofjakubek9376
    @krystofjakubek9376 11 місяців тому +116

    This is a very nice video! I have heard avoiding micro triangles is a big thing but now I finally know why

    • @func8211
      @func8211 11 місяців тому +5

      Nice profile pic

  • @thyroid99
    @thyroid99 11 місяців тому +42

    From one 20+ year dev to another, your content is solid. And thanks for mentioning ATI!

  • @PaulSpades
    @PaulSpades 11 місяців тому +54

    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!

  • @pizzamonkey7801
    @pizzamonkey7801 11 місяців тому +21

    this channel is insanely underrated. The amount of knowledge you offer with each video is absolutely great. Pleas keep this up.

  • @Kolyasisan
    @Kolyasisan 11 місяців тому +24

    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

  • @comatose3788
    @comatose3788 10 місяців тому +6

    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.

  • @rileymoore7025
    @rileymoore7025 11 місяців тому +54

    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.

    • @Wutwut1n1
      @Wutwut1n1 6 місяців тому +5

      Just watched that, good example 👍

    • @BlindBosnian
      @BlindBosnian 6 місяців тому +3

      It's similar with the cabin fight in the RE4 remake. You will see the ganado horde on the outside of the cabin, but they don't react to your shots and only a small amount of ganados is trying to enter the cabin at a time

    • @GeorgeTsiros
      @GeorgeTsiros 4 місяці тому

      didn't serious sam support hundreds of active models back in 2001?

    • @vassilisxerikos3908
      @vassilisxerikos3908 Місяць тому

      I think BOTW uses them a lot too, in bushes etc, in a very visible manner, presumably because the console hardware is extremely limited.

  • @hoffer_moment
    @hoffer_moment 11 місяців тому +5

    been hoping for content like this for many years, great job

  • @TXanders
    @TXanders 11 місяців тому +13

    Finally! I no longer have to explain this every other day. Another brilliant coverage, well executed.

    • @Inferryu
      @Inferryu 11 місяців тому +3

      I mean, you'll still have to link to it every other day :D

  • @Eckster
    @Eckster 11 місяців тому +125

    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 11 місяців тому +5

      Raytracing will replace rasterization sometime and then nanite will have become obsolete.

    • @blarghblargh
      @blarghblargh 11 місяців тому +50

      @@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 11 місяців тому +53

      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 11 місяців тому +50


      1) We're extremely far from that happening
      2) It's not like raytracing is immune to triangle counts

    • @TheFunDimension
      @TheFunDimension 11 місяців тому +1

      @@lanchanoinguyen2914how come? What does one thing do with the other?

  • @AyushBakshi
    @AyushBakshi 11 місяців тому +11

    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.

  • @CyberWolf755
    @CyberWolf755 11 місяців тому +19

    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

  • @benridesbikes6975
    @benridesbikes6975 9 місяців тому +5

    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!

  • @jumpsneak
    @jumpsneak 4 місяці тому +1

    I am thankful to my brain for deciding to click on this video after looking at the thumbnail for 10 seconds.
    This is one of the most grateful ways I discovered a brilliant new channel. Amazing work!

  • @millerbyte
    @millerbyte 11 місяців тому +6

    This is fantastic, thank you Simon! Just bought both of your courses, looking forward to diving in.

    • @simondev758
      @simondev758  11 місяців тому +1

      Hope you get a lot out of them!

  • @godofsquirrels494
    @godofsquirrels494 15 днів тому +2

    I clicked on this video a couple times now thinking it was about optimized strategies for minesweeper due to the thumbnail. I'll find that video one day

  • @DevDunkStudio
    @DevDunkStudio 11 місяців тому +6

    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 UA-cam.
    Much appreciated!

  • @Decodeish1
    @Decodeish1 11 місяців тому +1

    Thank you a ton for the captions, really made it much easier to follow! Great video :)

  • @kusshh_xo
    @kusshh_xo 11 місяців тому +2

    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.

  • @mmckegg
    @mmckegg 11 місяців тому +2

    absolutely eye opening 😮

  • @Purpial
    @Purpial 11 місяців тому +4

    This is so incredibly in-depth, I learned so much from this video

  • @NeoToXo
    @NeoToXo 9 місяців тому +3

    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

  • @Flipiris
    @Flipiris 11 місяців тому +2

    This is a joy to watch! Glad I found this video 🙏🏼

  • @cqllel5186
    @cqllel5186 2 місяці тому +26

    I wish game optimization was a thing again..

  • @xlerb2286
    @xlerb2286 11 місяців тому +4

    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.

  • @meezemusic
    @meezemusic 11 місяців тому +10

    Simon! You are a saint! You even reference everything you mention. S tier content 👌

  • @miguelnobre9788
    @miguelnobre9788 11 місяців тому +5

    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  11 місяців тому +2

      May his divine shadow fall upon you.

    • @lhb82
      @lhb82 11 місяців тому

      @@simondev758 More people need to know about Lexx!

  • @mysparetime1541
    @mysparetime1541 11 місяців тому +1

    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 🙏🙏

  • @DKannji
    @DKannji 11 місяців тому +6

    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.

  • @Zenairo
    @Zenairo 11 місяців тому +1

    You're amazing, glad to have found this channel. Thank you for this easy to understand and useful information!

  • @bhupesh_singh
    @bhupesh_singh 11 місяців тому +15

    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  11 місяців тому +4

      Hah thanks so much! Very appreciated :)

  • @SZvenM
    @SZvenM 8 місяців тому +1

    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.

  • @UsaraDark
    @UsaraDark 11 місяців тому +3

    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.

  • @EmersonPeters
    @EmersonPeters 9 місяців тому +2

    Thank you so so so much for this, this is extremely helpful!

  • @PrismaticaDev
    @PrismaticaDev 11 місяців тому +4

    Great video :) This will be my go-to when people ask about mesh-related optimization!

  • @nebuchadnezzer2436
    @nebuchadnezzer2436 11 місяців тому +2

    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 😍

  • @siristhedragon
    @siristhedragon 11 місяців тому +17

    This flipped a switch in my head; this all makes WAY more sense now!
    Thank you!

    • @crackedemerald4930
      @crackedemerald4930 11 місяців тому +2

      Good luck on your ventures, non-binary black horned dragon dev! Take it ez! 😎 👍

    • @publicalias8172
      @publicalias8172 11 місяців тому

      delete this @@crackedemerald4930

  • @nameno7032
    @nameno7032 7 місяців тому

    Please have more content in depth like this, no one ever talk about this deep, Thank you for your clear explaination

  • @p529.
    @p529. 11 місяців тому +3

    Crazy informative video! Big props

  • @ch3dsmaxuser
    @ch3dsmaxuser 11 місяців тому +2

    Dude, this video is awesome! You have such a straightforward way to express your knowledge that I, not a graphics programmer, get it. Kudos!

  • @antoine9765
    @antoine9765 11 місяців тому +5

    For reasons unclear to me, I find 2d "fake" trees being called impostors extremely funny.

  • @herlantmajor5883
    @herlantmajor5883 11 місяців тому +1

    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

  • @sabrina0013
    @sabrina0013 11 місяців тому +4

    This is fascinating, and very helpful. Thank you!

  • @Nebb_
    @Nebb_ 11 місяців тому +1

    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

  • @sheridancarter78
    @sheridancarter78 11 місяців тому +3

    this is a really good video and also i really like your voice. thank you for making this 😊

  • @vazquezsebastian9764
    @vazquezsebastian9764 11 місяців тому +2

    Great video, very technical but clear witch is really great ! If you like it, keep up the good work

  • @ilya238
    @ilya238 11 місяців тому +3

    Thanks, this was actually really interesting and helpful!

  • @TheKorbi
    @TheKorbi 3 місяці тому +2

    20:52 "Unreal handles it auto*magically*"

  • @ivanalantiev2397
    @ivanalantiev2397 11 місяців тому +9

    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!

  • @swcentral
    @swcentral 14 днів тому

    This was informative and well explained. Thank you!

  • @mikzart
    @mikzart 11 місяців тому +5

    So interesting. Thanks for your work, I really appreciate it!

    • @mikzart
      @mikzart 11 місяців тому +1

      I will watch it several times with taking notes and watch other resources to create understanding

  • @MatBat__
    @MatBat__ 11 місяців тому +2

    Dude, amazing content. How interesting!
    Thx for sharing your knowledge, cheers!

  • @ThemGrayJackel
    @ThemGrayJackel 5 місяців тому +7

    0:34 that prison game, where the woman is looking from the window, what game is that?

    • @paitred
      @paitred 5 місяців тому +8

      "Grand theft auto 6", its comming out next year

    • @MulmVerbot
      @MulmVerbot 5 місяців тому +12

      Darude Sandstorm

    • @juicynade4146
      @juicynade4146 4 місяці тому +3

      Bro's is living under rock i swear

    • @poleve5409
      @poleve5409 4 місяці тому +4

      dude it literally says the game name down roght corner are you blind

    • @wyatthall8108
      @wyatthall8108 3 місяці тому +1

      Grand theft woman

  • @Magnulus76
    @Magnulus76 10 днів тому

    So the really concise answer is that LOD gives you better performance because smaller triangles are rendered less efficiently? That makes sense. An imposter just has one or two triangles.
    This kind of in depth information is very informative, as somebody that plays games but only knows a little bit about making them. I'm subscribing.

  • @MantridJones
    @MantridJones 9 місяців тому +3

    03:34 You just made my day for putting in Kai from the best TV Show ever made!

  • @ludologian
    @ludologian 11 місяців тому +1

    thanks for sharing as a solo gamedev who do read scientific research papers on the nitty gritty details but done nothing impressive I really appreciate simpler explanation that comes from experienced developer. thx again

    • @ludologian
      @ludologian 11 місяців тому

      I'm also interested in learning about middlewares like sinplygon and unitys scriptable rendering pipeline.
      I.e visibility buffer, forward+ and bindless texture

  • @ar_xiv
    @ar_xiv 11 місяців тому +3

    Don’t draw triangles smaller than one pixel. Who would have thought lol. I experienced this first hand by doing a crude test of a shader I was working on by setting my virtual screen resolution to 4x the real screen resolution. I was kind of surprised how much the frame rate tanked, it seemed disproportionate, but now I know why (maybe)

  • @sorialexandre
    @sorialexandre 11 місяців тому +2

    It blows my mind... one more day that I realize I know nothing. Thank you very much!! Perfect explanation and quality like always.

  • @danolantern6030
    @danolantern6030 11 місяців тому +3

    The best example i can call off from memory is GMOD’s Flattywood sign. I always thought it was a model from the distance it was. It isn’t.

  • @isogash
    @isogash 3 місяці тому

    Top notch video, really helped me fill some gaps in understanding quad overdraw and nanite!

  • @corporal381
    @corporal381 11 місяців тому +3

    You have a wonderful Bobs Burgers deadpan delivery that just works.

  • @Shabazza84
    @Shabazza84 11 місяців тому +2

    Absolutely love the way you explain things.

  • @TheNumberOfTheBeast666
    @TheNumberOfTheBeast666 11 місяців тому +5

    Rare Lexx reference! Don't think some of us didn't spot that.

    • @simondev758
      @simondev758  11 місяців тому +3

      May his divine shadow fall upon you.

    • @lhb82
      @lhb82 11 місяців тому

      No mentioning of Lexx will go unnoticed ;D

    • @sean7221
      @sean7221 7 місяців тому

      Hell yeah was searching for this comment!

  • @RedPandaTables
    @RedPandaTables 11 місяців тому +3

    Personally learn this naturally from playing Just Cause 2. Amazing game that use this extremely well. popping in/out is noticeable if you look for it but if casually playing it doesn't take you out of the moment.

  • @Iridium.
    @Iridium. 5 місяців тому

    Absolutely fantastic video ! Now I finally understand understood how triangle size and shape affects performance ! Although in my journey in graphics , the post fx has always been more expensive than just triangles

  • @S1nGuLariTY_
    @S1nGuLariTY_ Місяць тому +4

    The optimization techniques 2024 devs forgot.

  • @sporefergieboy10
    @sporefergieboy10 11 місяців тому +2

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

  • @Backup1982
    @Backup1982 11 місяців тому +27

    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  11 місяців тому +39

      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 11 місяців тому +2

      @@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  11 місяців тому +1

      No amazing advice off the top of my head, only to think about what audience you're presenting to.

    • @Robloxtopfive
      @Robloxtopfive 11 місяців тому

      @@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.

  • @TheDarkestPaladin
    @TheDarkestPaladin 11 місяців тому +2

    Great video, even tho I doubt I'll be working as a game dev. I am always happy to learn more about optimisation methods, who knows I might make my game as a small hobby passion project on the side

  • @IAm18PercentCarbon
    @IAm18PercentCarbon 11 місяців тому +4

    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 11 місяців тому

      i was thinking the same thing lmfao

  • @davidlai9204
    @davidlai9204 11 місяців тому +2

    謝謝!

  • @socks2423
    @socks2423 8 місяців тому +4

    My takeaway. Please let me know if I'm wrong: small triangles are less efficient with their quads and thus are inherently more inefficient but the main reason they are inefficient is that the triangle assembly is a linear process that assums you will have less triangles than pixels and gets bogged down when it can't keep up with the assembly load. So the bottleneck is the assembly.

  • @adicandra9940
    @adicandra9940 Місяць тому

    I'm not a gamedev, but surprisingly I can follow and understand the explanation.
    Simon here really filters out what's important and deliver it in an easy to understand manner.
    on 0:36 mark, I know this will be a good one.

  • @SchadenfreudeUY
    @SchadenfreudeUY 11 місяців тому +3

    1:23 my guy was lowkey hitting that shit, look at him

  • @PureLogic7121
    @PureLogic7121 6 місяців тому

    as a aspiring game dev with multiple game devs under my leadership. I HIGHLY appreciate the information. ITS GOLDEN. If i ever get any funds to throw away your getting the first bit of it.

  • @sanderwrong9106
    @sanderwrong9106 11 місяців тому +7

    Thank you, Bob's Burgers

  • @firun2635
    @firun2635 11 місяців тому +1

    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.

  • @Memeieli
    @Memeieli 11 місяців тому +3

    I also wanted to give some attention to Nanotech, a Unity version of Nanite nearing release.

  • @YokoBomo
    @YokoBomo 5 місяців тому

    you always deliver content that's both thought-provoking and enjoyable!

  • @JackPotniy
    @JackPotniy 11 місяців тому +3

    This is golden content.

  • @ploik21
    @ploik21 14 годин тому +2

    Stupid idea but this made me wonder: what would it look like if a GPU was forced to work on a "deadline"? Where if it cant finish building a frame in time, it just spits out whatever half baked result it managed to make, always at 60fps no matter what. What kind of rendering errors would you see? Missing textures, half empty frames, bleed-over from the last frame? Could those errors be "hidden" by prioritizing what gets rendered first?

    • @simondev758
      @simondev758  9 годин тому +1

      Really depends on how they've structured the frame. It could be anything from just missing post effects, to literally parts of the scene missing.

  • @relhimp
    @relhimp Місяць тому +3

    Unreal part aged like milk

  • @deluxeonyoutube2973
    @deluxeonyoutube2973 Місяць тому +1

    Ever since stalker 2 came out that was probably my breaking point and i started being obsessed with game optimization glad to know im not the only one feeling this urge

  • @chrismcelligottpark6416
    @chrismcelligottpark6416 11 місяців тому +4

    Love this - this is not at all how I think of the gpu pipeline, so this way eye opening. It would be very interesting to hear about instancing and batches in the context of all this.
    For example, I presume that even though instancing saves a bunch of one kind of work, it does not save any work when it comes to this step. Or maybe I’m wrong!
    And I’ve always heard that batch count, or alternatively setpass call count, was the biggest bottleneck.
    So for something with a ton of different impostors or LODs, that might really reduce the triangle count on screen, but could double or quadruple the batch count. Obviously tuning is a series of tradeoffs, but I’m very curious on your take on this.

    • @simondev758
      @simondev758  11 місяців тому +5

      Instancing mostly saves you on that "driver" step, in that you don't have to make X calls to the API in order to draw X copies of an object.
      Performance for GPU's is complex, simple rules like watching your batch count and using LOD's work, but they're just that, simple rules that are meant to cover up the complexity.

    • @lanchanoinguyen2914
      @lanchanoinguyen2914 11 місяців тому +1

      Of course wasted draw calls affects both cpu and gpu performance.When cpu has performance issues,it's much worse than gpu because you can notice the dramatic fps drop.Draw calls are your enemy not tiny triangles because draw calls *start* the entire rendering pipeline not triangles,it's simple like that.Drawing one LOD at a time doesn't increase any draw call at all logically.

  • @cypher_302
    @cypher_302 3 місяці тому +1

    Oh, so it's because the object is so far away that detail grows exponentially more expensive. All of those triangles on a distant model cause the GPU to throw away most of its work, as those distant triangles could be sub 2x2 pixel quads (which the GPU is best at rendering), or even sub-pixel quads.
    So LoDs reduce vertex count, but the main reason they work is due to lowering the amount of distant triangles. Having triangles that focus on greater area per triangle will also help in this aspect.