🌟 Internet Famous Kevin Jimenez / kevinjimenez / Threat Interactive / threatinteractive / @ThreatInteract - >>> The "optimization expert" that will save vidya games. Tim Sweeney hates him! FIND OUT HOW, CLICK HERE! <<<

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After 3 re-uploads, he finally has the balls to post the video to the public. Here's the pinned comment.

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For context, Gamers Nexus reacted to the footage even though it was no longer visible on the Threat Interactive channel.

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As usual, Threat Interactive is shitposting on twitter.

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"It's not a difference of opinion, everything we say is objective"

Good job proving Steve right with that American Psycho remark. Reminds me of that one time even Healthygamer pointed out Pirate Software's narcissistic behavior.
Everything surrounding this dude is just tiresome
The points are correct to a large extent, and claiming something is "objective" is justified in this sense because he's dealing with factual information, yielded from determinate game code and assets on determinate hardware using determinate game engines, so the only way for him to not be objective there is to make inferences that aren't entailed by the evidence
On the other hand, his DMCAing is inexcusable. I can think of only two ways to reconcile that. Either he goes by "extremely negative reputation is still reputation, and "our" goal is for "our" points to be known among more people" or he goes by "well, you guys tolerated and therefore enabled this system in which I can get away with doing this shit, so don't come crying to me", but I'm not aware of any evidence for the latter
 
Steve from Gamers Nexus downloaded the video. This is ILLEGAL under 17 U.S.C. § 1201 of the DMCA. "Fair use" is not a valid defense. The statute imposes strict liability for the act of circumvention itself.

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Consider the points made in Louis Rossmann. "I'm ending @TheDMCALawyer's career: Randall Scott Newman disgraces the bar." YouTube, 26 Feb. 2026, https://youtu.be/xkH3n3ZPhwY
 
Yes, in that video Louis Rossmann grossly and deliberately violated the DMCA. What he is doing is illegal.
In other words,
or he goes by "well, you guys tolerated and therefore enabled this system in which I can get away with doing this shit, so don't come crying to me", but I'm not aware of any evidence for [that being the case compared to the other alternative]
The law is retarded and will continue to get even more retarded under these circumstances
 
The law is retarded and will continue to get even more retarded under these circumstances
The law is fine. Piracy should not be tolerated, and IP rights should be protected. Circumventing DRM is against the law, as it should be. You crying about it is inexcusable. The only people campaigning to change it are, I would presume, criminals. I remember Louis, for example, talking about Plex and torrenting movies. Not a good look, to say the least.
 
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The law is fine. Piracy should not be tolerated, and IP rights should be protected. Circumventing DRM is already against the law, as it should be. You crying about it is inexcusable. The only people campaigning to change it are, I would presume, criminals. I remember Louis, for example, talking about Plex and torrenting movies. Not a good look, to say the least.
Oh dear, I falsely thought you were being facetious
I'm willing to debate you thoroughly in Mass Debates or private messages, but I believe this conversation is derailing the thread on TI
 
Steve from Gamers Nexus downloaded the video. This is ILLEGAL under 17 U.S.C. § 1201 of the DMCA. "Fair use" is not a valid defense. The statute imposes strict liability for the act of circumvention itself.

Does that somehow include thumbnails?

It's funny how Threat blurs them in the newer videos, but if you go back in time before the DMCA shitstorm, the targets of critique are having their thumbnails shown in broad daylight. Seems like a pathetic attempt to cover their ass.
 
Steve from Gamers Nexus downloaded the video. This is ILLEGAL under 17 U.S.C. § 1201 of the DMCA. "Fair use" is not a valid defense. The statute imposes strict liability for the act of circumvention itself.

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Are you unaware that Akilah Hughes v Carl Benjamin happened 6 years ago and it was a total Sargon victory? And that's just one example. If Steve wanted to, he could rip out Kevin's head and shit down his neck, legally, and make him pay for the privilege, just with this one precedent.

Next time you feel like handing out legal advice, sit down, shut up and let the people who know their shit talk

Also
>This member limits who may view their full profile.

Should've known

Edit: it may amuse you that the above poster was so salty, he couldn't even reply in the thread, but instead went and called me an.. ekhm.. and I quote
:story:
Feel free to point and laugh at this RETARD FAGGOT
 
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Everything surrounding this dude is just tiresome
The points are correct to a large extent, and claiming something is "objective" is justified in this sense because he's dealing with factual information, yielded from determinate game code and assets on determinate hardware using determinate game engines, so the only way for him to not be objective there is to make inferences that aren't entailed by the evidence
On the other hand, his DMCAing is inexcusable. I can think of only two ways to reconcile that. Either he goes by "extremely negative reputation is still reputation, and "our" goal is for "our" points to be known among more people" or he goes by "well, you guys tolerated and therefore enabled this system in which I can get away with doing this shit, so don't come crying to me", but I'm not aware of any evidence for the latter
It's not the substance that is being disputed, it's the framing surrounding how other influencers cover the subject. Objectivity is what you'll find in things like Wikipedia articles (most of the time), not essays and exchanges of drama.
Subjectivity is often considered a dirty word, but it really shouldn't be. The world is shaped by opinions, not a flood of quantitative data. Threat's opinions are theirs, and that's okay. The true path to objectivity is to recognize this instead of denying your own bias. Don't be like Pirate Software.
 
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Speaking of TI, his latest video
I thought I know enough about video game graphics to lean towards "Kevin is right" but there's a loud crowd of "Kevin doesn't know what he's talking about"
To put it to a test, I've decided to laboriously fact check the first 14 minutes of Kevin's latest video, and I'm sharing my findings with the thread

Please just skip over the rest of this message if you don't care

ClaimVerdictNotes
AMD/Intel cannot simply "clone" Nvidia's multi-year head start in upscaling/neural renderingAccurateNvidia does have a long head start + dedicated Tensor hardware across RTX generations + a mature training/dev pipeline. Current materials still position DLSS as powered by Tensor cores and DLSS 4.5/5 as continuing, rather than replacing, that stack. AMD's current public positioning for FSR 4 is not "we matched Nvidia on all hardware", but that FSR 4 is built specifically for RDNA 4 / RX 9000-series-class hardware. Only Intel is a bit different with XeSS-SR having a more cross-vendor path, with fallback support via DP4a and cross-vendor shader-capable hardware.
Therefore AMD will never truly match Nvidia in qualityOverstated"Hard to catch" != "can never match". It's entirely plausible that Nvidia keeps having the stronger overall stack while AMD/Intel close the gap in some aspects.
Hardware Unboxed's framing of "Is AMD about to catch up?" is inherently misleading because the race is structurally fakeMehVendors are not running the same strategy, but it is perfectly coherent journalism to ask whether MD is "catching up" in output quality, feature quality, or practical user experience. Kevin's complaint isn't nonsense, but it does not invalidate the question or headline format by itself
Advocating broader support for RNDA 2/3 owners is the wrong consumer position, people should instead advocate a hardware-agnostic solutionPartly correct in principle, but too absolutistTwo separate questions in there.
Is hardware-agnostic upscaling better for the industry? Yes. Solutions that can be deployed across ecosystems reduce fragmentation and vendor lock-in and help wider install bases.
Does it mean it's wrong to ask AMD to extend support to older AMD cards? No. Still a legitimate consumer mask. If AMD can make an acceptable reduced-complexity model for older hardware, that's a real benefit to current users.
To the extent "broad industry-optimal solution" and "only legitimate thing to advocate" are equivocated, false, otherwise true.
Anything that would work on RDNA 2 should work on any mainstream non-AMD GPUNot established, bad case of overstatingAt a very abstract level, if a technique can be implemented using broadly available shader instructions / low-precision integer paths, then cross-vendor support may be possible. Unfortunately, "possible in principle" != "should work equivalently in practice". There's real constraints. So the claim is too broad as stated.
No, it's not vendor-agnostic. Stop forgetting about consoles!Mixed, but important valid pointIf "vendor-agnostic" == "usable across the actual production ecosystem that shapes modern game development, including consoles" then it's a more practical standard than "can a PC GPU from another vendor run some version of the algorithm". He is also right about the broader production logic (console baselines do heavily influence engine budgets, content budgets, and optimization priorities -> these things then propagate to PC) and the industry dynamics.
However, that doesn't make "runs on multiple PC vendors" a meaningless category.
Console baselines determine PC optimization to an important degree [presented in a flashback from a year ago]AccuratePC ports are often inherited from console-targeted memory budgets, CPU budgets, feature choices, temporal reconstruction assumptions, and content-production constraints. It is rare that PC ports are designed from a blank slate.
Bad visuals and poor optimization can be predicted from footage by noticing TAA abuse / reconstruction dependenceTrue, but risky if stated too stronglyOne can absolutely sometimes predict trouble from footage. However, footage does not reveal CPU bottlenecks, the driver state, RT cost structure, shader complexity, frame pacing, scene-specific bottlenecks, to name a few things. So it's a useful heuristic, but not a decisive method.
"[I'm not going to address the side drama], moving on."How convenientDude's spending a fair amount of time signaling that he will not dwell on the drama... while in fact dwelling on drama. Irrelevant for technical competence, but I'll point this out as a catch-all for everything unrelated to technical matters.
Influencers/news are the wind that controls market demandOverstated, but substantially correct otherwiseCoverage influences demand and incentives, but it does not determine them unilaterally. However, review culture does help decide what graphics questions are in the foreground.
Vendor-agnostic image quality is pro-consumer, vendor-locked techniques are anti-consumerToo binary as stated, but mostly correct"the industry should not let proprietary reconstruction become the center of graphics progress while baseline, broadly available image quality stagnates or regresses" is a perfectly defensible consumer-side position. And obviously broadly deployable techniques are usually better for users because they reduce fragmentation and lock-in.
Karis's/Epic's philosophy is the weight holding down vendor-agnostic image qualityOverstated personalization, but substantially correctEpic helped normalize a rendering philosophy that tolerates heavy temporal reconstruction and weaker native clarity in exchange for broader feature ambition.
FSR 1-3 were poor vendor-agnostic methods because they mirrored the Karis-gimped standard more than DLSSA bit compressed, but correctFSR 1 is a spatial upscaler, 2 and 3 are temporal approaches in the broader reconstruction family. However, all three largely operated within the same reconstruction-heavy paradigm that had already become dominant.
DLSS is essentially the most developed version of the Karis-gimped standard, plus ML hardwareCorrectDLSS is indeed the most mature, most heavily resourced, most hardware-accelerated member of technologies building on real-time rendering pipelines that lean heavily on temporal accumulation, reconstruction, and history-based stabilization.
AMD and Intel are "leeching" on Nvidia by creating DLSS-like tech and copying thingsBad rhetoric, but the direction is correctOnce Nvidia succeeded in defining the prestige frontier around ML-assisted reconstruction, rivals were indeed pushed into competing on that same terrain instead of redefining the game around cleaner vendor-agnostic rendering standards. Minus points for contemptuously calling perfectly ordinary competitive imitation "leeching"
If media says DLSS is better, Nvidia goes up; if media says native is better, Nvidia is incentivized to improve DLSS, therefore it's a lose-loseNot sound, but the direction may be insightful in terms of strategyPraising vendor-agnostic or native image quality does not only incentivize Nvidia because it can also pressure devs, engine vendors, AMD, Intel, and reviewers to pay more attention to baseline image quality than only feature race comparisons. However, "if discourse remains centered on Nvidia's feature leadership, even criticism can reinforce Nvidia's central position - the way out is to redirect attention to the quality and desirability of the baseline rendering standard itself" is indeed a good strategic observation.
The only thing that will lower Nvidia's market value is sustained focus on vendor-agnostic image qualityUnsupported as stated, but a weaker version is perfectly defensibleObviously Nvidia's market position is shaped by a long list of factors beyond game reviewers. However, if Kevin's specific concern is the cultural and review discourse ecosystem that legitimizes reconstruction-heavy vendor-fragmented graphics progress, then the most direct corrective is indeed a sustained focus on vendor-agnostic image quality.
Being a marketing slave doesn't mean explicitly advertising DLSS, it means rewarding the culture that makes DLSS thrivePlausible and probableUnder the structural definition of "marketing slave" as Kevin argues for (as opposed to "you literally praise Nvidia on command") his target is indeed media framing that normalizes and rewards a certain technological trajectory. That is, in that narrower sense, it is indeed a real possibility that a channel can oppose vendor misconduct in some contexts while still reinforcing a vendor-favorable technological narrative through the categories it chooses to emphasize.
Gamers Nexus saying RTX Remix is cool proves the criticismToo strong as stated, but partly fair otherwise"praising RTX Remix without foregrounding its ecosystem-shaping downsides can reinforce Nvidia's preferred narrative" would indeed be legitimate criticism. But the literal accusation was overstated.
RTX Remix is a big ploy to turn modders into Nvidia minionsUnsupported as stated, but there is a serious structural concernThe structural concern of a Nvidia-led modding platform that encourages mod output to be built around Nvidia's rendering stack and feature priorities being capable of shifting hobbyist effort and modding prestige toward a Nvidia-centered ecosystem is real. But the "minions" framing is just bad packaging
Nvidia is turning graphics modding into a vendor-locked activity"cannot run elsewhere at all" is too absolute, but a weaker formulation is substantially credibleNvidia's own docs and public material describe RTX Remix as using a runtime for classic DX8/9 games and path-traced remastering, the toolkit/runtime are open source, and DXR-capable hardware can in principle run Remix-based content. However, even when something is not exclusive in the sense of a hard lockout, it can still be ecosystem-biased, as tools are designed by Nvidia, showcase materials foreground RTX features, performance/quality expectations are centered on Nvidia strengths, and the cultural prestige of the graphics modding scene can shift towards "RTX remaster"-like work
The mods can be played on any hardware with DXR, but the graphics technologies provided by RTX Remix are designed to perform poorly on other vendors and even on older Nvidia hardwarePartly wrong, partly overstatedRemix relies on DXR-class capabilities rather than an absolute hard lock to GeForce-only execution. As in, the official materials frame it around RTX remix runtime/toolkit and DXR/path-traced remastering, not around an outright "GeForce only" blockade. However, the high cost of path tracing, heavy RT workloads, and use of Nvidia's preferred stack do not by themselves prove intentional sabotage of AMD/Intel performance. As long as there are benign explanations like "Nvidia optimizes primarily for its own architecture" or "path tracing is expensive in general", Kevin would need more than "it runs worse elsewhere" to prove intentional anti-competitive design in the strong sense. It is certainly plausible that RTX Remix encourages rendering choices and content pipelines that tend to favor Nvidia's strengths and can have poor practical outcomes on weaker or non-Nvidia hardware, but "designed to perform poorly" is a step beyond what's shown in the video.
RTX Remix creates a need for DLSS performance gainsTrue, but limitedIt is a true structural observation that RTX Remix-style rendering shifts the practical center of gravity towards the performance-recovery technologies that Nvidia leads in. The stronger intentional claim "therefore it was built in order to create that dependence" is plausible, but unproven.
RTX Remix doesn't provide perspective shadow maps, competent BRDFs, etc.Handled too broadly, can be coherent if read charitablySloppy wording. No specification of what "competent" means, and "it doesn't provide perspective shadow maps" only matters if he's arguing the platform structurally steers modders away from certain more appropriate vendor-agnostic techniques. Charitably, RTX Remix does not give equal emphasis to a wider menu of more broadly deployable, artistically controlled, vendor-agnostic graphics improvements.
Gamers Nexus spent time on DLSS/RTX coverage instead of the underlying regression issueTrue if the evidence he shows accurately represents what actually happenedThe fact that reviewers often analyze the compensatory technology more than the underlying rendering regression said technology compensates for is a real pattern across tech and media coverage in general, not just with GN. However, it's not a knockout, because it only means that coverage is incomplete relative to Threat Interactive's framework.
TXAA vs SMAATrueHe is pointing out a real underlying historical contrast, in that there was a vendor-defined temporal AA path on one side and a more generally deployable AA approach on the other
Why did it take 13 years for a mainstream voice to show this? The answer is basically obvious corruption or cool-factor chasingOverstated, but defensibleMainstream coverage often focuses on the shiny compensatory technology than the older baseline alternatives that technology replaced, and that framing can distort what audiences think the real issue is
Mock "vendor-locked method worse than vendor-agnostic method, not cool enough; AI rebrand of resolution reduction, greenlight that investigation" sequenceCoherentAs Nvidia explicitly markets DLSS as neural rendering and AI-driven image-quality/performance improvement, it is perfectly plausible that "AI gaming" became a more clickbaity and culturally central story than "baseline AA/image-quality regression".
Influencers have been contributing to this imbalance for over a decadeOverstated, but defensibleIf influential channels consistently push the vendor feature race more than they push baseline image stability and cross-vendor rendering quality, then they can help normalize the very trajectory TI is attacking
Supporting us instead of them makes that suppression endJust rhetoricAt best, changing audience attention can change discourse margins, but it is by itself insufficient to guarantee a reversal of industry rendering trends.
DLSS 5 looks uncanny, but even if it looked great, it doesn't matter because it's not vendor-agnosticOverstated, but defensibleA vendor-specific technique can still matter technically, aesthetically, and competitively, even if one is opposed to its effect on the ecosystem. That is, vendor lock-in is a valid criticism, but it does not remove technical significance. However, it is true that the underlying consumer problem remains unsolved if the improvement is delivered through a proprietary Nvidia-only path instead of through a broadly deployable rendering standard.
Baseline vendor-agnostic image quality regressed while "fake optimization" and reconstruction took overTrue"Modern" graphics indeed compensate for heavier rendering choices with reconstruction-heavy techniques, and that can mask or normalize a decline in baseline image clarity/stability relative to older, cleaner vendor-agnostic output.
NVidia marketing material / Assassins Creed Shadows comparison being "objective improvements" versus "AI art direction changes"TrueOnce a neural model is changing the apparent lighting, it's a change of look that goes beyond a purely neutral restoration. Nvidia's own press wording ("Infuses Pixels With Photoreal Lighting and Materials") shows that it's already well beyond plain upscaling language. Given that this is the case, reviewers should not discuss DLSS 5 as if it were only a neutral image-clarification tool.
Material lighting response and AO are being implemented incompetently in "modern" gamesReasonableThis is substantiated by Nvidia's own examples, because Nvidia's marketing is highlighting lighting/material/AO-like qualities rather than only raw resolution. That is, the things Nvidia advertises as improved-by-DLSS-5 are areas where many contemporary games already have unsatisfying or fragile baseline results, ergo the AI layer works as a corrective on top of underlying rendering weaknesses.
Praising DLSS 5 is praising a band-aid instead of looking what the industry has already achievedPolemical, but trueDLSS 5 is explicitly pitched as adding more photoreal lighting/material response at the pixel stage, not merely scaling a cleaner base image. The implication is that reviewers should distinguish between foundational rendering quality and a proprietary neural correction layer, and should not treat successes in the latter as equivalent to success in the former.

I see no reason to conclude that Kevin is some tourist or doesn't know what he's talking about.
He's correctly treating TAA / reconstruction / DLSS as part of the same broad family, and not as separate magic categories. He understands DLSS as iteration, hardware, and training advantage, not just "AI good". He repeatedly grounds his claims in AO quality, material response, and temporal instability / smearing. And he recognizes the shift from clean native rendering towards reconstruction-heavy pipelines.
Someone who is clueless cannot consistently do these things. So he's definitely not someone who doesn't know shit, and one can tell even from this video which is largely polemic/drama.
His core technical thesis is that "modern" graphics increasingly degrade baseline image quality (esp. stability/clarity) and rely on temporal & ML reconstruction to compensate, and that this shift is reinforced by vendor incentives and media focus.
Which is substantially correct.
You could point out that geometric complexity, lighting realism, and material richness did improve, so it's not a complete regression on all fronts and more like a tradeoff shift. You could also point out that FSR 1-3 were widely usable and had real utility. And that "AMD will never match Nvidia" and "designed to perform poorly on other vendors" and "this is not opinion, only objective reality" are nonsense.
Kevin is prone to using monocausal models ("only influencers drive demand" / "only this fixes the industry" / "this is a lose-lose that always benefits Nvidia") that are not robust because they're overclosed. I'd say his reasoning shows good intuition, for he identifies real structural patterns and sees cross-layer connections, and he notices what is being compensated for vs what is broken. However, his discipline is weak. He repeatedly collapses things and makes leaps (like "the trend exists, therefore it explains everything", or "the incentive exists, that proves intent") and overuses binary framing and inevitability language. In epistemological terms, he frequently jumps levels in a conceptual hierarchy he's implicitly relying on.

I can best describe the man as a technically literate critic with a real model whose biggest flaws (outside of drama and DMCA abuse) are systematical overstatement of conclusions and the compression of arguments past their evidentiary support.
It's not hard to see why he's a very polarizing figure.
People who say he knows his stuff are reacting to things he does, namely providing real technical insights, his pattern recognition, and his non-trivial critiques.
People who say he doesn't know shit... are also reacting to things he does, namely his absolutism, overreach, hostile framing, and weak justification for strong claims.

Overall, I stand firm by what I said a few months ago on page 1 of this thread:
the enemy of my enemy is a lolcow :(
 
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I think it makes sense for me to elaborate a little bit more on why this dude is a lolcow, probably most informative if you haven't kept up with him
On the technical side of his content, Kevin often looks like a serious specialist (which I'm willing to vouch for) with an overaggressive delivery problem
On the social/public side of his interactions, he often looks like a genuine self-sabotaging clown
And both of these things reinforce each other in a really bad way

Consider the following feedback loop:
His technical competence gives him real material + The lolcow conduct makes it harder for sane people to give him credit -> The lack of credit likely feeds this cycle of persecution/escalation -> this further contaminates legitimate points
That is, his public conduct degrades things like trust calibration, coalition potential, signal extraction, persuasive reach, and even his own epistemic hygiene. Once someone starts behaving like every disagreement is malice, they become more likely to excessively infer intent and collapse distinctions. I mean, even if he turns out to be perfectly right, in that literally everything he's ever said will eventually be vindicated, it still means a large share of people's only way of agreeing would be begrudgingly through clenched teeth.
The moral of the story is: If you want to push or raise awareness of a technical point, it's prudent to avoid discrediting yourself socially and behaviorally.
But as he repeatedly fails to abide by such prudence and instead is locked in a loop of self-undermining theatricality, compulsiveness, and reputational self-destruction, he is a lolcow.
 
Material lighting response and AO are being implemented incompetently in "modern" games


This is substantiated by Nvidia's own examples, because Nvidia's marketing is highlighting lighting/material/AO-like qualities rather than only raw resolution. That is, the things Nvidia advertises as improved-by-DLSS-5 are areas where many contemporary games already have unsatisfying or fragile baseline results, ergo the AI layer works as a corrective on top of underlying rendering weaknesses.
This is untrue. They showed it over top pathtraced (ground truth) resident evil, and DLSS 5 ignored actual scene lighting, dulling highlights and creating light from nowhere. Their Zora demo is also pathtraced and exhibits the same nonsensical lighting with DLSS 5 enabled. Trace the shadows with DLSS 5 on vs off and with it on things are shaded with no regard for actual light, especially when with it off it is actual ground truth rendering because of path tracing. Kevin's entire diatribe over 'incorrect' or 'outdated' lighting models is the same as his previous diatribe obsessions over overdraw, he learns about something and becomes hyper fixated on that one thing believing he knows more than anyone about it. He hasn't actually worked on anything (and refuses to learn), so he doesn't understand limitations, time, or budget constraints.

Back when I was following him as my personal cow before this thread, on one of his now deleted reddit accounts he had just learned about visibility buffer rendering because Decima engine used it for foliage in Horizon Forbidden West (I have a giant effort post about the topic a couple pages back), but he was not aware that Nanite was the same thing, so he was going on his typical rants about how he knows so much better than professional graphics programmers, saying that every game, and especially Unreal, needed to ditch Nanite and do vis buffer rendering to get rid of overdraw. I don't know if he has ever actually admitted he made a mistake, since he always presents himself as an authority figure as part of a company, hence the royal we. After this he was stuck being obsessed with overdraw for a long time, going on about how Nanite has overdraw (read my effort post) when viewed in the debug view mode in Unreal and how its terrible, focusing on very tiny amounts of it, ignoring all the overdraw it actively removes. Or his video about 'optimizing' unreal where he presents himself as an authority that knows more than anyone else because he moved some lights so they didn't overlap.

To me, it seems like he reads about something, gets the overall picture of it, and then believes himself to be an expert on the subject and then creates videos about the subject he just learned about, but instead of presenting it as a learning journal, he presents himself as an expert that knows more than anyone else here to save the industry. Refusing to admit fault and instead taking legal action or going on spergouts on twitter over anyone that breaks the facade he presents. That is what makes him a cow. Basically he's dunning kruger personified, stuck on mount stupid where he clearly knows stuff but his ego prevents him from becoming humble or admitting fault.
 
They showed it over top pathtraced (ground truth) resident evil
I was referring to that specific Asscreed Shadows comparison image Kevin showed in the video, I only assessed the claim based on what he showed
Quick research shows that Asscreed Shadows does not have path tracing
Basically he's dunning kruger personified, stuck on mount stupid where he clearly knows stuff but his ego prevents him from becoming humble or admitting fault.
No, this contradicts the available evidence. His pattern justifies the inference that he has real architecture-level competence but drags himself down with weak calibration, high ego, and chronic overreach. That is bad enough as it is, no need to invoke mount stupid, it didn't do anything to deserve this
Likewise, not understanding limitations, time, or budget constraints is too strong a criticism for what he has shown. He does behave as though identifying a technically superior axis automatically settles the production question, but that's a common specialist failure mode, aka it does not imply total ignorance.
 
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At a very abstract level, if a technique can be implemented using broadly available shader instructions / low-precision integer paths, then cross-vendor support may be possible. Unfortunately, "possible in principle" != "should work equivalently in practice". There's real constraints. So the claim is too broad as stated.
Even if there were a vendor-neutral integer path, it's still the wrong approach according to Threat. There shouldn't be a reliance on any post-process temporal accumulation to begin with.
While I partly agree, I don't think it's a bad idea to give users and developers more options. My biggest issue with this whole shebang is that we, including Threat Interactive, are compelled to use the very vendor-locked marketing speak that we are trying to criticize in the first place.
It's the same story repeating again from the G-Sync days. AMD responded with their "alternative" of Freesync, when in reality, the open standard is dubbed VESA Adaptive-Sync that it is an implementation of, and VRR has since cemented itself into tech-literate gaming lingo, as it should.
In order to address this so-called image quality race, Vulkan should push an extension that, like Adaptive Sync, can make use of vendor-exclusive upscaling implementations behind the scenes without a need for any game to advertise itself as being "FSR-capable". NVIDIA were successfully pressured into opening up to to the vendor-neutral standard back then, so it can definitely work.
 
My biggest issue with this whole shebang is that we, including Threat Interactive, are compelled to use the very vendor-locked marketing speak that we are trying to criticize in the first place.
Absolutely
Much ado is made about which vendor's fixer layer wins, and too little ado is made about what image-quality problem is being solved, what engine assumptions caused that problem, and what baseline standard should exist
Even if there were a vendor-neutral integer path, it's still the wrong approach according to Threat. There shouldn't be a reliance on any post-process temporal accumulation to begin with.
Even if such a neutral system existed, it would not answer the deeper objection TI makes. His actual position is that the industry relies too heavily on temporal/reconstruction-based methods in the first place (aka "Karis-gimped"). That is "we should decouple the interface from vendor branding" does not by itself imply "that makes the underlying temporal-based method acceptable"
I agree with the rest of what you said though
 
No, this contradicts the available evidence. His pattern justifies the inference that he has real architecture-level competence but drags himself down with weak calibration, high ego, and chronic overreach. That is bad enough as it is, no need to invoke mount stupid, it didn't do anything to deserve this
Likewise, not understanding limitations, time, or budget constraints is too strong a criticism for what he has shown. He does behave as though identifying a technically superior axis automatically settles the production question, but that's a common specialist failure mode, aka it does not imply total ignorance.
No offense but did you use an LLM to write this?

He has admitted before and it's in the OP, that he has not and will not actually attempt any graphics programming. He has no work to show, all he does is watch GDC talks and attempt to regurgitate them.

DLSS 5 is screen space, it only takes in motion vectors and a color map of the final image, so it can not in any way create accurate lighting.
 
No offense but did you use an LLM to write this?

He has admitted before and it's in the OP, that he has not and will not actually attempt any graphics programming. He has no work to show, all he does is watch GDC talks and attempt to regurgitate them.
No offense taken, I did rely a bit on LLM assistance in fact-checking because of how utterly dogshit search engines are in currentyear.
It's been a few months since I read the OP (you can tell since I was the first commenter as I read it right when the thread got made). I am aware that the "Threat Interactive" company behind Kevin is likely a non-entity, but I likely skimmed the parts regarding the graphics programming discord, either that or they weren't this extensive when the thread was created (I honestly don't recall).
That said, I was arguing entirely from the quality of statements he makes in his videos, and having work to show is not a requirement to make correct and accurate points on the subject matter.
Otherwise, you run into

Fo8TkueX0AAds9V.png

EDIT:
DLSS 5 is screen space, it only takes in motion vectors and a color map of the final image, so it can not in any way create accurate lighting.
I don't think anyone outside of misguided influencers or Nvidia marketers claimed such a thing, no? Neither did TI criticize DLSS 5 for an inability to somehow magically "create accurate lighting"? It'd be like criticizing a horse for lacking diving skills
 
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