Leading the future of realistic graphics on affordable hardware independently of blurry visuals & fake optimization.

Do not send our team links to Threat Interactive "fault-finders". We work 70 hours a week. We do not have time to follow up on every low quality online rant. We stand by our content and when we do make a error, we address it in our pinned comments. Thanks!
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There's that a feel warm & fuzzy feeling again! The constant lack of argument never gets old lmao. In fact, it gets better every time it happens!
Replying to @HarryAnt13
Yet here we are, NOT deleting our account because you insulted & accused us of an negative action with no real substantiated claim. Do everyone a favor. Make a rebuttal to one of our points. A REAL point, not some stupid fake quote from some internet moron who can't even understand how a ms timing works. You're too stupid to understand our videos so you have to rely on other "experienced people's" content to "debunk" us. But because you're too stupid to understand our content, you're too stupid to catch their strawman arguments. Make a rebuttal all by yourself 😉 Do it coward.
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And there we go, ANOTHER incompetent dev running away like a little coward after we completely expose their anti-consumer graphic practices. Let this be a lesson to you lazy, incompetent, blur loving, vendor-locking suck-up devs: we will teach gamers to catch your failures and hold you accountable.
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See, on reddit it's okay to attack us but when we state facts and rebuttals for new conversation viewers (we have to counter bandwagon-seeding bot attacks) and demand an actual argument: WE get censored and they get to kick down the pro-consumer voice.
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Threat Interactive retweeted
@ThreatInteract he deleted his account
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Threat Interactive retweeted
Watch our newest video & if you play #warframe: you should make a forums post demanding the issues we found to be fixed and stop playing/financially supporting it until DE responds with player respect: youtube.com/watch?v=Xh0NsyJg…
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Threat Interactive retweeted
We do out part in teaching people; you guys need to get creative on how to protests against these morons or AI graphics will be extremely hard to avoid in the future. The screenshot is one of many ML-sucking responses of the moderators of this massive graphics programming community: discord.gg/graphicsprogrammi… Everytime we are mentioned, these losers lie about us like gossiping schoolgirls who don't have balls to accuse us one-on-one only to follow up with a defenses for the exact poor graphics practices we call out. They'll go on & suggest people like @Acerola_t who make 40 min videos about "fast" blurs when he uses a $2000+ gpu and tell devs it's okay to ship artifacts in graphics because AAA does it all the time. These people are destroying optimization market value and they steers thousands of people into the wrong direction. The whole "doesn't understand graphics" doesn't work on people who have common sense and working eye to view the videos page on our YT channel.
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After some PSM testing: unfortunately only good in some situations so only a slight warp makes sense, can't get far with that. 2 big reasons as to why RT shadows aren't the answer: cost (even with the VERY cool optimization below), and problems (again, cost) with vertex driven movement (foliage, hair,). But, the optimization of tagging that pixels on screen that are beneath/behind caster could prove useful in specific rasterized setup.
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Threat Interactive retweeted
SAO (scalable ambient obscurance) + crispier shadows in my #vulkan engine - fixed O(res) cost, zero object count overhead - ~0.2ms at 1080p - no TAA dependency - stable, noise free - zero temporal ghosting or smear @ThreatInteract ty for videos💛 #gamedev #indiedev #graphics
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Threat Interactive retweeted
Add to the incompetent TAA factors: -Expensive cost -Texture blurring These are often forgotten in TAA discussion 🫠
Replying to @SebAaltonen
A friendly reminder Seb: We're not anti-TAA. We're anti-incompetent TAA: -ghosting prone -50%> blendweight, flickering due to more than 2-subpixel position sampling And we're anti-pipeline dependency on those TAA issues like: -lack of mipmap filtering & texture/g-buffer layouts for specular aliasing -Not implementing modern no geometric specular aliasing -using specific noise patterns -removing independent denoising passes for things like SSAO, SSR, SSSSS, Shadows, Clouds, etc. -Not implementing alpha-to-coverage It's important to post this reminder because it's damaging to us when people suggest we "are anti-TAA" because bad faith actors can take our future graphic results that will end up using *competent TAA* (explained in our first & latest 2-hour rendering special) to call us liars who "promised graphics with no TAA" when we didn't promise that at all. Nice to see this was brought up by @AgileJebrim that we don't advocate for no AA :). We're pro-competent TAA & pro-60fps persistence abuse because we should be rendering at the basic standard of 60fps at this point. Since something already had to be typed out: here are some unrelated thoughts after you mentioned the 4k 480hz. Resolution in terms of rendering pixel count is a lot like that famous "diminishing returns" post. A 2nd redditor tried to disprove it with with post reddit.com/r/gaming/comments… which was a terrible post that ignored quad-utilizaiton issues, normals maps, general smooth shading etc but back to resolution: It's the same thing, we just don't typically think about it because we don't usually think in nearest sampling terms (mentally) when it comes to actual footage but it's more apparent in rasterization. Textures really don't need better sampling at 1080p, they can look like 4xSSAA if mipmaps are handled in a specific way (on going internal research, maybe you know it already). Geometry is the only real-time focused element that can't appear sufficiently sampled. That's why MSAA (AA in general) is sorta like the normal-maps of resolution. Every 60fps (vsync or VRR above 59fps) can act as a free multiplier to it. You already know this, but it's a nicer way to visualize it and explains why we're so not so pro-4k. It's just a massive waste of budget for very little return unlike the alternatives like a SMAA-FSR1 hybrid after a modern SMAA 4x is applied to 1080p.
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Threat Interactive retweeted
Replying to @SebAaltonen
A friendly reminder Seb: We're not anti-TAA. We're anti-incompetent TAA: -ghosting prone -50%> blendweight, flickering due to more than 2-subpixel position sampling And we're anti-pipeline dependency on those TAA issues like: -lack of mipmap filtering & texture/g-buffer layouts for specular aliasing -Not implementing modern no geometric specular aliasing -using specific noise patterns -removing independent denoising passes for things like SSAO, SSR, SSSSS, Shadows, Clouds, etc. -Not implementing alpha-to-coverage It's important to post this reminder because it's damaging to us when people suggest we "are anti-TAA" because bad faith actors can take our future graphic results that will end up using *competent TAA* (explained in our first & latest 2-hour rendering special) to call us liars who "promised graphics with no TAA" when we didn't promise that at all. Nice to see this was brought up by @AgileJebrim that we don't advocate for no AA :). We're pro-competent TAA & pro-60fps persistence abuse because we should be rendering at the basic standard of 60fps at this point. Since something already had to be typed out: here are some unrelated thoughts after you mentioned the 4k 480hz. Resolution in terms of rendering pixel count is a lot like that famous "diminishing returns" post. A 2nd redditor tried to disprove it with with post reddit.com/r/gaming/comments… which was a terrible post that ignored quad-utilizaiton issues, normals maps, general smooth shading etc but back to resolution: It's the same thing, we just don't typically think about it because we don't usually think in nearest sampling terms (mentally) when it comes to actual footage but it's more apparent in rasterization. Textures really don't need better sampling at 1080p, they can look like 4xSSAA if mipmaps are handled in a specific way (on going internal research, maybe you know it already). Geometry is the only real-time focused element that can't appear sufficiently sampled. That's why MSAA (AA in general) is sorta like the normal-maps of resolution. Every 60fps (vsync or VRR above 59fps) can act as a free multiplier to it. You already know this, but it's a nicer way to visualize it and explains why we're so not so pro-4k. It's just a massive waste of budget for very little return unlike the alternatives like a SMAA-FSR1 hybrid after a modern SMAA 4x is applied to 1080p.
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Lmao, look at it's clueless bot responses to other people as well.
Replying to @ThreatInteract
And there you go; it's a bot designed to hibernate and then attack Threat Interactive post with statements that try to invoke negative bandwagon effect on our name. We've documented several of these bots in the past two years. No activity until our name is mentioned or it's linked to mass Nvidia post shilling.
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Better to be aggressively right than ho-hum ignorant.
Replying to @nehalem2049
The level of arrogance and aggressivity goes in hand with the level of your ignorance. Just like any other religious fanatic.
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Threat Interactive retweeted
And there you go; it's a bot designed to hibernate and then attack Threat Interactive post with statements that try to invoke negative bandwagon effect on our name. We've documented several of these bots in the past two years. No activity until our name is mentioned or it's linked to mass Nvidia post shilling.
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See: zero augments, anti-consumer graphics promotion, and total hypocrisy (they pretend we're too "toxic" to engage with yet act with zero class). Reddit mods will whine we're too aggressive or that we "insult people" but this is a lie since they allow hundreds of people to insult Threat Interactive. Reddit mods are lazy cowards because what really happens is they get tired of mod-request/complaints from hundreds of programmers & devs we incriminate asking them to take down/ban content. You have to be an idiot to fall for the "TI hasn't shipped a game" when all of our research comes from undocumented facts/data from shipped titles gain through our analysis! NO ONE provides reference timing for graphic pass on modern affordable hardware. You literally can't determine if your game is optimized without looking at our data.
This reddit moron is asking a bunch of anti-consumer DLSS loving pigs for advice on AA in deferred and says he "can't trust us" right after completely lying about our stance on temporal solutions. reddit.com/r/GraphicsProgram…
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And there you go; it's a bot designed to hibernate and then attack Threat Interactive post with statements that try to invoke negative bandwagon effect on our name. We've documented several of these bots in the past two years. No activity until our name is mentioned or it's linked to mass Nvidia post shilling.
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Threat Interactive retweeted
See: zero augments, anti-consumer graphics promotion, and total hypocrisy (they pretend we're too "toxic" to engage with yet act with zero class). Reddit mods will whine we're too aggressive or that we "insult people" but this is a lie since they allow hundreds of people to insult Threat Interactive. Reddit mods are lazy cowards because what really happens is they get tired of mod-request/complaints from hundreds of programmers & devs we incriminate asking them to take down/ban content. You have to be an idiot to fall for the "TI hasn't shipped a game" when all of our research comes from undocumented facts/data from shipped titles gain through our analysis! NO ONE provides reference timing for graphic pass on modern affordable hardware. You literally can't determine if your game is optimized without looking at our data.
This reddit moron is asking a bunch of anti-consumer DLSS loving pigs for advice on AA in deferred and says he "can't trust us" right after completely lying about our stance on temporal solutions. reddit.com/r/GraphicsProgram…
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