Are you looking into game development or AAA optimization? After watching this full frame analysis on Need For Speed (2015), you will learn 8 different lessons pertaining to progressive motion clarity accessibility and optimization thought processes that you'll be able to implement in your workflows immediately . Are you a gamer or graphics enthusiast? Sit back and witness how a photorealistic frame is produced buffer by buffer, object by object, on affordable GPU hardware. Refresh your memory on the graphic performance potential the industry is struggling to move towards. We are here to provide the PROOF for gamers and developers about how far worse modern “realism“ performance is becoming. Drop us a 👍's up & subscribe to get the YouTube algorithm on our side! Thank you! Our Website: Chapters: Intro: 0:00 Settings & Hardware: 0:37 Completed Frame Comments: 1:31 SSSR Is Key To Realism: 2:27 Mesh Draws & G-buffers: 3:48 Simple Mesh, Biggest Cost: 4:23 HBAO: 4:57 Shadow Maps and Optimization: 5:58 Stochastic SSR: 6:26 Cubemaps & Lighting: 6:50 Alpha Testing & Translucents: 7:14 Nice Motion Blur Has a Problem : 7:33 Post Process and UI: 8:45 Performance Budget (): 8:57 8 Things You Can Learn: 9:54 Simple But Powerful Support: 12:37 Outro: 13:02 For Updates or Questions, contact our studio or founder on with these links: Threat Interactive: Email: ThreatInteractive@ Twitter: Reddit: Studio Founder: Twitter: Credits: EA & FrostBite developer publishment on 'Stochastic Screen Space Reflections' including slides and shader code: Bonus link containing more information about Frostbite 2015: Karl Casey @ White Bat Audio Karl Casey @ White Bat Audio
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