Alexis Argyriou

982 posts

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Alexis Argyriou

Alexis Argyriou

@pr4glik

Chief Creative Officer, Design Consultant. Ex-World Design Director @ Tencent Editorial Team & ex-Ubisoft.

Singapore Katılım Mayıs 2014
1.1K Takip Edilen531 Takipçiler
Alexis Argyriou
Alexis Argyriou@pr4glik·
@DrKewp @tnculp @nimlot26 You can be both right? Available doesn't mean DLSS5 uses them? Nvidia confirmed it's using 2D output and motion vectors for temporal stabilization, but it's effectively an AI slop renderer 2D -> 2D.
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DrKewp
DrKewp@DrKewp·
@tnculp @nimlot26 The mistake you are making is right here. The G-buffers are always available in the rendering pipeline. They don't get "destroyed" at any point and can be referenced by later stages of the rendering pipeline. More...
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Georgian Avasilcutei
Georgian Avasilcutei@nimlot26·
People keep sending me Daniel Owen's video which basically states that DLSS5 is an instagram filter because it uses just one frame and a motion vector. While his questions were valid and he actually got the replies he needed, his lack of basic technical understanding took him to the wrong conclusion. A lot of you have a very hard time understanding the basics of how a frame is rendered in your game and what kind of information is available before postprocessing and straight up went to the idea is that a rendered frame is like the screenshot you saved on your disk. @ado_tan and his friends have some amazing breakdowns about how different games render stuff. I suggest you to dive on his blog and check all of them out. This way maybe you will understand a bit more about how games are rendered. Here you have an article he wrote about how GTA5 renders a frame. I'm sure it will be eye opening for a lot of you. Till you do your research...I'll just go and play Crimson Desert.
Adrian Courrèges@ado_tan

This is how a frame is rendered in GTA V: adriancourreges.com/blog/2015/11/0…

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Alexis Argyriou
Alexis Argyriou@pr4glik·
@kringobob @veilofashesgame @GhislainGir No you're absolutely right, ACES is still the de-facto standard. There's nothing wrong with ACES or UE5's implementation of it. The only time I would recommend AgX is when you're doing cyberpunk-ish stuff with bright and saturated neon lights.
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PB&Jeb!
PB&Jeb!@kringobob·
@veilofashesgame @GhislainGir Interesting I come from VFX and so use ACES all the time. For me its just a color space, not a "look", so I'm curious how or why Unreal is using it in an undesirable way. I suspect something is not implemented properly or requires some additional setup? I might have to look at it
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Veil of Ashes | RTT Game
Veil of Ashes | RTT Game@veilofashesgame·
We replaced Unreal's standard ACES tone mapping with AgX and can finally achieve the grim and rainy lighting atmosphere we were aiming for. The constant battle against unnatural colors, washed-out highlights, and crushed blacks, especially in forests, is finally over!
Veil of Ashes | RTT Game tweet mediaVeil of Ashes | RTT Game tweet mediaVeil of Ashes | RTT Game tweet mediaVeil of Ashes | RTT Game tweet media
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Alexis Argyriou
Alexis Argyriou@pr4glik·
@GorkaGames Bad textures can absolutely ruin a scene though. I've worked on projects where all albedo textures had baked in AO and non-PBR values (mostly too dark) because "it looked better". Ruined the PBR pipeline. No change in lighting could fix it.
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Gorka Games
Gorka Games@GorkaGames·
If your scene looks “low quality”, it’s usually not the assets. It’s the lighting Good lighting makes average art look AAA Bad lighting makes AAA art look cheap Fix the order: Blockout → composition → lighting → THEN details
Gorka Games tweet mediaGorka Games tweet media
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Alexis Argyriou
Alexis Argyriou@pr4glik·
I'd wager those squares are all in one single mesh with vertex animation, it's how we did it at Ubisoft. To reproduce this effect in UE5: spawn a flat plane for each light with a Blutility, merge them into one mesh with Modeling tool, add the shader - voilà!
Lucas7yoshi_RS - Lucas7yoshi, but rockstar@Lucas7yoshi_RS

random post about how gta5 manages to render every single light at all times In this frame they render 22,877 tinted squares facing the camera to achieve the lights Theres also 1,402 cone lights that actually light the surrounding LODs (like on near roads) and 57 point lights.

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Kenney
Kenney@KenneyNL·
I just learned something that I want to share; 1. Create an invisible box with an outer shadow 2. Create an invisible box with an inner shadow 3. Place randomly... TA-DA. Free depth in your texture!
Kenney tweet media
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Alexis Argyriou
Alexis Argyriou@pr4glik·
@KenneyNL @andkalysh Wait if it's baked, why not extrude inward and outward for the exact same result for a fraction of the time? You could also literally paint that in an image editor...
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Kenney
Kenney@KenneyNL·
@andkalysh It's baked in the texture, so it doesn't cost anything
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Alexis Argyriou
Alexis Argyriou@pr4glik·
This is quite disingenuous, you can achieve the same result with no extra verts using vertex painting. If your two top verts are black and the lower ones white, it'll create a gradient that, multiplied with noise, looks exactly like that.
WorldofLevelDesign@GameLevelDesign

UE5.5+ there're 2 methods of texture painting on Meshes: 1. Vertex: standard (older). Been around for years. Doesn't work on Nanite, needs subdiv (more verts the better). 2. Texture: new method, requires Virtual Texture on. Works on Nanites & not, doesn’t require lot of verts.

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Alexis Argyriou
Alexis Argyriou@pr4glik·
Oh thanks, but I think that's pretty much the opposite of what this blender tool does? The effect isn't hand drawn, it's fully procedural and controllable in real time from within the editor
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Alexis Argyriou retweetledi
Inu Games
Inu Games@games_inu·
New video: How to make a Mover NPC. Also, I found something strange in GASP. Full video in reply #UE5
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ツバサムス
ツバサムス@tsubasamusu·
UE Advent Calendar 2025 の7日目の記事を公開しました! ウィジェット周りをよりスマートかつシンプルに実装できる「UMG Viewmodel」についての解説記事です。 かなり丁寧かつ分かりやすくまとめました! #UE5Study #Qiitaアドカレ tsubasamusu.com/umg-viewmodel
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Alexis Argyriou
Alexis Argyriou@pr4glik·
@flassari Really useful talk!! Profiling GPU in UE5 is pretty difficult due to all the async compute spreading work on multiple frames, traditional profiling methods don't help as much as they used to...
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Alexis Argyriou
Alexis Argyriou@pr4glik·
@SheriefFYI @valigo That LLMs alone can't do that? Oh yeah for sure. Thing is, depth perception is a solved problem (for a good decade). If you really want to involve an LLM, the best way to go at it is using LLMs as an interface to pilot pure logic executions under the hood. Don't generate images.
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Sherief, FYI
Sherief, FYI@SheriefFYI·
what the fuck
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Alexis Argyriou
Alexis Argyriou@pr4glik·
@valigo @SheriefFYI Not really, it can't get better at this, it's not mathematically accurate and won't ever work in 3D. For it to work it should follow a world model and build upon an internal logic. That's the one thing LLMs can't do.
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Valentin Ignatev
Valentin Ignatev@valigo·
@SheriefFYI A lot of people are saying that it's not quite correct in these transformations. They are right, but also - this is as bad as it ever gets. And it will only get better...
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Alexis Argyriou
Alexis Argyriou@pr4glik·
@RedLadyJJ Yes. Someone struggling to maintain the game at 60fps will experience 57fps in this exact scenario. It doesn't "halve the frame rate", it increases render time from 1ms to 2ms.
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RedLadyJJ
RedLadyJJ@RedLadyJJ·
I think it’s interesting people are kinda missing the point here. He’s playing on a pretty crazy setup, so if it’s causing frame drops for him, no matter how negligible visually, do you think someone who’s running the game at a much lower framerate is gonna be havin better?
DevinDTV@DevinDtv

can we take optimization seriously again?

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Alexis Argyriou
Alexis Argyriou@pr4glik·
@TipTopToad @DaluzLuciano That's not what they're asking, you're talking about details but they want to know if the normal map values are correct (normal directions). Can you apply it to a cube/plane/cylinder and rotate a light around it?
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eldo
eldo@TipTopToad·
Good catch, I'll be fair with you. That normal map is does not have enough detail in it if you look at the stone cracks and some of the leaf crumbles but when you use a displacement, you can't tell the normal maps just adds extra hints of detail that react a little bit differently in real time gaming engines. However it's not broken, but you could say it's "insufficient" And in fact, you can just ask nano banana a handful of more times to specifically generate that normal map and not miss those details and it will do it right, like all the AI tools you gotta roll multiple times and deal with trash outputs
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eldo
eldo@TipTopToad·
Nano Banana has ended 3D texturing. For best results, generate your albedo map first and then individually generate each map you need after that. It will generate any style you ask for, painterly, photorealistic, cartoon, anime.
eldo tweet mediaeldo tweet media
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Alexis Argyriou retweetledi
Inu Games
Inu Games@games_inu·
Unreal Editor magnetism🧲 Annotate your meshes with connection points and they become magnetic. Also works with splines etc. Now on sale $9.90 (link in reply) #UE5
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Achara Studios || wishlist REPO MAN
@WillFaucherVFX Oh no, what I mean is - the more reflective pixels you have on screen, the higher the Lumen Reflections gpu cost. So you can depth fade roughness by distance so that distant surfaces revert to full rough / simplified reflections (there is a separate threshold for detail refls)
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William Faucher
William Faucher@WillFaucherVFX·
A feature I notice many EasyRain users missing is the puddle material function that can be used on static meshes *and* landscapes (Example below is a landscape mesh) You can set the water depth, color, ripples, splashes, all controlled through the EasyRain blueprint. #UnrealEngine
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Alexis Argyriou
Alexis Argyriou@pr4glik·
@SebAaltonen The contrast between how large voxels look at your feet compared to far distance is so uncanny, I don't think I've seen this before! It would almost be worth tessellating those near voxels to keep detail consistency 😅
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Just added shadows. Now it looks like this:
Sebastian Aaltonen tweet media
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Didn't you always wish Minecraft looked like this :D
Sebastian Aaltonen tweet media
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