Idk his render pipeline breakdown videos seem fairly in-depth. Is it just mumbo-jumbo? I saw some discussion where some devs seemed to acknowledge the perspective but say basically past 10 years of graphics make non-deferred render pipelines utterly unfeasible and thus MSAA, not to mention the issues that TAA “solves” like particularly fine geometry (see guitar strings in TLOUpt.2) or shimmering on stuff that can’t be optimized e.g. hair.
Frankly though I think in practice the difference between graphics in 2015 and 2025 is negligible compared to the difference between TAA (or DLAA/FSR/XeSS/FXAA/SMAA) and x4 MSAA. The only that comes even close is Path Tracing in CP2077.
I agree he seems like a sketchy af grifter, but I’ve not seen a single good rebuttal of his actual points, and even if he was a grifter, that doesn’t invalidate what he’s saying.
That Half-Life Alyx render in flatscreen with MSAA looks better than practically any game I’ve seen.
Idk his render pipeline breakdown videos seem fairly in-depth. Is it just mumbo-jumbo? I saw some discussion where some devs seemed to acknowledge the perspective but say basically past 10 years of graphics make non-deferred render pipelines utterly unfeasible and thus MSAA, not to mention the issues that TAA “solves” like particularly fine geometry (see guitar strings in TLOUpt.2) or shimmering on stuff that can’t be optimized e.g. hair.
Frankly though I think in practice the difference between graphics in 2015 and 2025 is negligible compared to the difference between TAA (or DLAA/FSR/XeSS/FXAA/SMAA) and x4 MSAA. The only that comes even close is Path Tracing in CP2077.
I agree he seems like a sketchy af grifter, but I’ve not seen a single good rebuttal of his actual points, and even if he was a grifter, that doesn’t invalidate what he’s saying.
That Half-Life Alyx render in flatscreen with MSAA looks better than practically any game I’ve seen.