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205 points samspenc | 2 comments | | HN request time: 0.537s | source
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WhereIsTheTruth ◴[] No.45147352[source]
I once made the mistake to buy some sound effects from Fab, I had to download the entire Unreal Engine and start it to create a project to then import the assets..

It took the whole afternoon

It's no wonder UE5 games have the reputation of being poorly optimized, you need an insane machine only just to run the editor..

State of the art graphics pipeline, but webdev level of bloat when it comes to software.. I'd even argue electron is a smoother experience tan Unreal Engine Editor

Insanity

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daemin ◴[] No.45147501[source]
Yet it is the engine dominating the industry and beloved by artists of all kinds.

To get UE games that run well you either need your own engine team to optimise it or you drop all fancy new features.

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Ekaros ◴[] No.45147642[source]
Being around back in days when LCDs replaced the CRTs and learning importance of native resolutions. I feel like recent games have been saved too much by frame-generation and all sort of weird resolution hacks... Mostly by Nvidia and AMD.

I am kinda sad we have reached point where native resolution is not the standard for high mid tier/low high tier GPUs. Surely games should run natively at non-4k resolution on my 700€+ GPU...

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1. ThatPlayer ◴[] No.45148322[source]
Native resolution was never good enough though. That's why antialiasing is a thing, to fake a higher than native resolution

And now antialiasing is so good you can start from lower resolutions and still fake even higher quality

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2. boomlinde ◴[] No.45149480[source]
I don't agree with the framing of it as "faking" a higher than native resolution. The native resolution is what it is. The problem lies in how the view is sampled as it is rendered to the screen. What you ideally do when you have higher frequency content than the screen can represent is to oversample, filter and downsample the view, as in SSAA, or you approximate the effect or use it selectively when there is high frequency content, using some more clever methods.

It's really the same problem as in synthesizing audio. 44.1 kHz is adequate for most audio purposes, but if you are generating sounds with content past the nyquist frequency it's going to alias and fold back in undesirable ways, causing distortion in the audible content. So you multisample, filter to remove the high frequency content and downsample in order to antialias (which would be roughly equivalent to SSAA) or you build the audio from band limited impulses or steps.