PUBG - Frame rendering timelapse

A video how PUBG renders a frame, draw-call by draw-call. They don’t seem to use occlusion culling and don’t seem to combine (a lot of) objects for distant rendering, resulting in more than 8000 draw-calls at times.

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From what I’ve heard PUBG is extremely poorly optimized, why would you want to learn from it? It’s popularity doesn’t mean they’ve done a good job technically

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You can learn from mistakes too. It wasn’t implied to be a “best practice” solution.

I wonder why they draw so much back to front. Couldn’t they save a bit of GPU performance by drawing front to back and have more pixels fail zTest?

3500 draw calls for such a narrow FOV shot?
edit: it draws alot of stuff behind the mountain. I had heard so much good about the GPU occulsion in Unreal, but it seems to be about the same as Umbra?

Agreed. I didn’t post this video for learning purposes though. For me, it’s entertaining to see a frame being built step by step. It has something fascinating, regardless of how fancy the technology might be.

I was wondering the same thing. Perhaps all these objects are transparent.

I wonder if they utilize occlusion culling at all, it doesn’t seem they do.

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Looks to me like they are being drawn in the deferred part of the pipeline so that shouldn’t be it.

I was wondering if the person making the video simply has the order of frames back to front when compiling the video, probably not a technical person so doesn’t understand the order matters.

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Pubg even on ultra low looks damn good, I doubt the developers of Pubg really did much on the graphics/rendering in changing anything from the default UE tech. Most the work was just on world building and player/clothing/animations, weapons, models etc and tying it all up with networking and gameplay etc… with little in house optimization on the actual graphics rendering. Still 8000+ drawcalls really puts the strain back on the cpu, even a 1080gtx with a potato cpu isn’t going to get great fps with it until they optimize that some more.

I get better fps in Pubg than Ark:Survival… if there was a popular unreal engine game that wasn’t that optimized and had lots of hype around graphics it was Ark… (they even played the dx12 hype card pre Winblows10 launch, and then proceeded to never really bother with dx12 even after it was supported in UE, after finding out performance gains were like pathetic) . The game looked bloody awful on low quality especially full bloom lighting like they never really gave a fuck about how awful it looked on low… so much for custom shaders and a rendering engine that was heavily modified from the original UE according to them anyway.

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It looks like there is a lot of overdraw especially considering terrain and foliage.

Surely we should be comparing this frame with a similar one made in Unity would it’s occlusion culling improve things?

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Umbra is not much better sadly, maybe when using terrain it occludes more, but I have seen large objects occlude nothing

How would you record that kind of frame by frame?

I’d be happy to post frame building shots with drawcalls for comparison if I didn’t have to manually step through each of the draws. I don’t use umbrah since the scenes are built procedurally.

I hated PUBG tech before it was cool. Networking and visuals are crazy ineffective in this game from start yet it is popular, i wil lever understand why.

Really cool, I want more videos like this.

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Check out this blog:
https://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/

Its like with a car.

Put regular joe behind F1 car, he will most probably break it, while in hands of professional F1 driver the car will drive fast :))))

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