korrents

korrents · Lex Fridman Podcast · #467

Tim Sweeney: Fortnite, Unreal Engine, and the Future of Gaming | Lex Fridman Podcast #467

Tim Sweeney · 4h 25m · youtube.com

22 korrents from this recording

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Tim Sweeney did not write this page.

Every claim below is a statement made in this recording, quoted word for word and linked to the second it was said, so you can hear it rather than take our word for it. The wording comes from the transcript published alongside the recording; the sentence above each quote is our reading of the claim, not their wording.

  1. 0:04:27 · watch on youtube.com

    A lot of what they're facing isn't the challenge of learning a new art. It's friction introduced by failures of programming language design.
  2. 8 min later
  3. 0:12:11 · watch on youtube.com

    There's ever more pressure to rebuild society more and more around credentials. Do you have this certificate? Do you have that proof? But companies that are focused on just building great products and doing great things gravitate towards people who do the great work.
  4. 21 min later
  5. 0:32:52 · watch on youtube.com

    I think the big thing to realize for indie developers right now is there's massive, massive competition in every major genre, and it's very unlikely that unless you just happen to be the world's best at a particular thing that you're going to release a game in an existing highly competitive genre and win.
  6. 1 min later
  7. 0:34:03 · watch on youtube.com

    But most of the time the company that's succeeding and winning in a market is the first or second entrant there. They've just continually buoyed their success.
  8. 12 min later
  9. 0:46:02 · watch on youtube.com

    We'd constantly be improving the tools and just the iterative process and the speed at which that improves products is the critical element to success in games. The slower the iteration cycle, if you make a build every week and you prove, you go through one iteration every week, you're going to be way way way worse by the end of your project than a game company that makes new stuff every day.
  10. 41 min later
  11. 1:26:51 · watch on youtube.com

    The biggest limitation that's built up over time is the single-threaded nature of game simulation in Unreal Engine. We run a single-threaded simulation. If you have a 16 core CPU, we're using one core for game simulation and running with the complicated game logic because single-threaded programming is orders of magnitude easier than multi-threaded programming.
  12. 26 min later
  13. 1:52:36 · watch on youtube.com

    You can't calculate every photon in the scene. You need really detailed approximations, and that's the field of computer graphics. It's about increasingly effective approximations of the laws of physics, which are just totally intractable.
  14. 3 min later
  15. 1:55:23 · watch on youtube.com

    I think a lot of people in the industry are overly optimistic about the rate of progress of AI for video and other things like that. The real problem is consistency, like spurting out an image is really high quality, but with video over the course of seeing all the AI approaches have consistency issues going from one place to another. I don't think that those will just be remedied easily.
  16. 11 min later
  17. 2:06:05 · watch on youtube.com

    AI is really great at spewing out code that does something that a million GitHub repositories already do because it's learned the underlying pattern. It's notoriously hard to get to do something new that hasn't been done before, especially when it's a complex task.
  18. 1 min later
  19. 2:07:20 · watch on youtube.com

    The topic of boilerplate code is an interesting one because the mere existence of boilerplate code is a failure of programming language and of the idea of creating software modules.
  20. 2 min later
  21. 2:09:35 · watch on youtube.com

    What we're seeing with generative text AI is not only at a level that you could say that it's actually doing a pretty good job of simulating a human, at least humans at the text level, not at the emotional level yet, but at least at the level of words spoken and find more and more ways of training on more and more scenarios that you might have a very, very compelling human simulation going on in the next five years even. I'm not saying it's a good idea, but I think the arc of the technology is inextricably heading in that way, and it's heading at a shocking rate.
  22. 33 min later
  23. 2:42:18 · watch on youtube.com

    VR has a much smaller audience. I don't think you need VR to have anything like this. VR is hardware that may or may not enhance the experience for some usage cases.
  24. 1 min later
  25. 2:43:02 · watch on youtube.com

    What you need is interoperability. Interoperability can happen through a blockchain, it can happen through a database, it can happen through standards bodies with defining standards and protocols. And we've been doing it for hundreds of years since the railroads were standardized. And it's not something that totally requires a novel technological solution.
  26. 5 min later
  27. 2:47:44 · watch on youtube.com

    But the metaverse and 3D gaming in general needs something that's rather more powerful, more safe, more scalable, and more capable than JavaScript because the metaverse is actually a more difficult technical problem than a webpage.
  28. 24 min later
  29. 3:11:18 · watch on youtube.com

    But there are other parts of programming languages that are not subjective but should be fundamental. And when you look at type systems, there is a way to do type systems that gives you mathematical proofs. And every other way of type systems that doesn't give you mathematical proofs is just worse and should ultimately be rejected.
  30. 9 min later
  31. 3:20:47 · watch on youtube.com

    And by doing this, removing this from being a programming problem for the programmer to deal with, to being a language problem for us language designers to deal with. And we're moving a vast amount of pain that would be imposed on a million people, instead to a vast amount of pain imposed on a small number of people to have to actually make this work.
  32. 10 min later
  33. 3:31:16 · watch on youtube.com

    You already bought that phone, why should Apple be adding a 30% junk fee to all commerce you do, and why do they selectively apply it to some things and not others? I've always viewed this as deeply abusive and that it shuts down the competitive engine that once fueled the app and software economy.
  34. 18 min later
  35. 3:49:29 · watch on youtube.com

    It is the number one trend for pervading the world of gaming today. And it says that your game is quadratically more valuable the more percentage of a user's real-world friends they can connect to.
  36. 15 min later
  37. 4:04:52 · watch on youtube.com

    The all-in cost of operating the Google Play Store, stocking it, maintaining it, the software, the entire ecosystem is around 6% of revenue. So in a competitive market, would a company whose cost is 6% be able to charge 30%? Absolutely not.
  38. 2 min later
  39. 4:06:51 · watch on youtube.com

    And when you look at a lot of the games that failed recently, they just didn't deliver fun or they didn't deliver fun in a manner that was nearly competitive with the other sources of fun just in people's lives. And so at a basic level, we don't need a terribly complicated theory to explain a lot of the malaise in the game industry.
  40. 13 min later
  41. 4:19:37 · watch on youtube.com

    A bad game is bad forever. A late good game eventually is released and is good.
  42. 3 min later
  43. 4:22:28 · watch on youtube.com

    I think the lesson from all of that is that humans talking to humans and being together in the real world or a virtual world, is a naturally empathetic medium, which naturally leads to bonding, and though conflict sometimes occurs, it's just generally so much more promoting of our social norms and good interactions between people and positivity promoting.