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

Joined May 2023
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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It just comes off as "even Epic Games can't use AI right" just like how they always butcher individual graphic passes.
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Threat Interactive retweeted
We'll respond to you directly in our next video and talk about the little present you sent us.
Replying to @ThreatInteract
Spamming and harassing people isn’t argumentation but gets in the way of it, so blocking is a natural response.
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We'll respond to you directly in our next video and talk about the little present you sent us.
Replying to @ThreatInteract
Spamming and harassing people isn’t argumentation but gets in the way of it, so blocking is a natural response.
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Lol, you should make that company policy.
Replying to @Aftermath_site
That’s not how argumentation works. Each side is supposed to state their views and cite evidence and reasoning in an effort to persuade the other side. That way, each participant benefits from the knowledge shared and can reach a more enlightened conclusion.
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Late to respond to this since megalights look like noisy garbage and perform like crap but: this is one of the more innovative things that @EpicGames engineering came up with. Raytraced shadows are often hailed for better accuracy, but if objects in the shadow map at rendered at an 8% higher density than a 1080p density, they can deal with mismatches from smooth shading a lot better (if modern filtering/biasing is used) than RT shadows but even this can happen with per-object shadow maps.
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Threat Interactive retweeted
You're complaining about the wrong things. You're increasing a GPU vendor's market demand by literally demanding it's anti-consumer graphics instead of a better handling of vendor agnostic compute. Nvidia RR will run on the the entire screen at a massive constant cost, where as something like Callisto Protocol's custom shadow denoiser (something that took lots of innovation to create) only queues on pixels that need denoising. That's difference 10ms AI denoiser vs something we've measured as at-most a third of the AI cost and scales WITH lights/scene complexity. Why are you playing at 4k? Because that's the size of your monitor or TV? RE: Ray tracing and upscaling should work together in 2026. If your on a TV: integer scaling from 1080p will give you way more FPS and you should instead be criticizing @CallofDuty for not providing a subpixel jitter layout and/or MSAA to take advantage of such FPS/provide you with the subpixel density of 4k. If your on a monitor, you should be criticizing them for not coming up with a subpixel aware integer scaling. Actually answer the question; why are you at 4k? For the texture quality or subpixel detail quality? Because 99% chance you'll pick a reason that could be enhanced at 1080p for the same quality if the vendor agnostic AA options where better. You again, can ask the same things with why are playing with ray tracing? What is it actually fixing? Something the technical scenario actually needs or a lack of *basic* quality in the vendor agnostic non-raytraced paths? If that's the case you should be tagging @CallofDuty with "you should fix this non-raytraced alternative to match pre-existing standards".
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Craptalks TI->Lies about the reasons justifying the stance. Every single time, yet little people actually put these morons in their place. This is a war of intelligence, don't whine because we take action on the frontlines. It's little post like this that add up to years/thousands of false assumptions about optimization and visual potential. It has to become socially unacceptable to be ignorant about how graphics work. If you can learn how to operate a car, a phone, a PC, graphics are not that different in terms of the basics you can grasp. You don't need to know every single thing in a car, the basics will help you fix something wrong.
Replying to @surameows
You and the people you are attracting to this post are idiots. We literally state TAA isn't the issue, we have put a massive amount of time explaining how to do it right. Not only that, we have said RT reflections should be forced, & even state the industry should be upscaling to 4k via 1080p integer scaling because rendering 4k geometry/light buffers is incredibly stupid. Got anymore strawmans? That's 1000% more childish. You're lately making up a narrative in your head to get mad over. It's people like you that have been pushing narratives for years, with no one challenging you until we came along. That's why people like you can't stand us and why developers who actually put effort into visual clarity follow us. xitter.cf/Foxie1337/status/21118…
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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
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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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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