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Recently my desktop is fucked and busy getting it fixed so I'm stuck on my 3060 laptop but I decided to replay rdr2 on it

This small thing can run this beautiful game at 60 ultra settings with zero dlss assistance, what happened to optimization man? Why is it that every non indie game released nowadays is either a stuttering mess or requires a minimum 4090 just to run at 60 frames
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>>736900624
Probably some bean counter discovered it was easier to just ship it as is and update later than perfect it before release. The investors are happy and the suits are off your back... until layoffs of course.
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Optimization isn't magic. At a certain point it can only go so far.
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>>736900624
you know whats even sadder? once frame gen gets improved significantly within the next few years, every single dev can just rely on that and we will get zero optimizations at all its already happening with dlss but just imagine the impact an improved frame gen will do

in short we are cooked.
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>>736900624
Unreal and Unity are in cahoots with Nvidia and make their engines more bloated with every iteration to force you to buy new new new graphics cards and consoles. Everyone who wants to go against the grain and focus on increasing their userbase via lower spec gamers and last gen consoles has to get a custom engine, but even then it usually doesn't last because the cabal bullies them into using the Industry Standard anyway (see Konami ditching Fox for Unreal).
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i tried looking into how optimization is done and i didn't get too far, but i think got some tidbits of insight. the biggest thing to understand it seems is to compress assets in either a lossless or lossy manner that isn't "perceptible" to the average player, but idk how to measure such a thing. stuff like textures, or audio, all benefit immensely from proper compression choices, but it's a balancing act and it seems like devs bank on just having high quality over low filesize because it's a hard choice to make sometimes, and the compression algorithm might get more overhead if it's taxed to do a high compression ratio or something for decoding and encoding. if you fuck up, you have to recompress, update the game completely with one giant ass patch, and i think developers are afraid of the scenario. i might be wrong but that's all i got from fundamental optimization from a storage size standpoint. the main method that seems to work best though is to bake a lot of the texture maps being used to only the absolute necessary resolution, not just for the ones that are on models or geometry, but things like shadowmaps, lightmaps, noise maps that are used for effects, and a bunch of other areas. the more baking, the less processing overhead, but more storage is needed.

basically, shits all complicated. idk how i'd pick and choose what to optimize without it feeling way too committal.
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Unreal Engine 5 is a good thing because it makes dev workflows smoother and more streamlined especially as graphics tech gets increasingly complex. Just buy a slightly better graphics card... you can afford it, right?
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konami fired everybody who knew how to use the Fox Engine because they're dumb old Japanese Boomers who wanted to invest more in to pachinko parlors instead of video games.
kojima being a giga-westaboo probably didn't help him connect with the old crusty japanese bosses, though.
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>>736900986
>especially as graphics tech gets increasingly complex.
fuck that, graphics peaked in 2006
we don't need any better graphics than ps3, just give devs more than 256 mb of shared ram so they don't have to walk in circles loading and unloading shit all the time and you got perfectly servicable games
and would you look at that, that's exactly what wiiu and switch 1 are, similar graphical performance but non-retarded amounts of ram, vram and storage
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>>736900624
It's an eight year old game with a budget of one hundred trilllion dollars anon. That's why it runs better than a mid-budget modern UE5 game that uses ray tracing. There have always been games that run like crap and there have also always been people complaining when the new game doesn't run well on their system, regardless of whether it's justified or not, it's a common cope (see: Crysis)
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>>736900986
Just buy an ad, you can afford it right?
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>>736900941
Unity is primarily a mobile engine.
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>>736900624
You don't understand, the textures NEED to be reduplicated in memory to improve memory access patterns! And we can't put it all in VRAM because we need to preload the entire game! This is the only way to improve the framerate from 43 ( 1% low: 4) to 45 (1% low: 4)!
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>>736900624
Companies realized that offloading the cost of optimisation to the consumer's hardare was more efficient. Why pay devs to find ways to use limited resources more efficiently when you can just bump up system requirements?
And retards will gladly buy more expensive hardware for worse performance because of the "hurrrr I'm not a poorfag" culture.
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It's to force new bullshit on you to sell more hardware, like it has always been.
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>>736900956
I don't mean to be rude but your fundamental computer knowledge is lacking.
I'm guessing you know nothing about data structures, memory layout, draw calls, shaders, etc.

It's good though that you're trying to learn.
Part of the problem you are experiencing is 1) you are touching the tip of the iceberg and starting to find out how much you know don't know.
And
2) Engines obfuscate the underlying hardware with abstraction, making it hard to understand WHY something is computationally expensive or not.
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>>736905827
i have superficial coding knowledge but i haven't done it in such a long time that i can't really warrant bringing it up as a key skill. i'm only familiar that there is some notion of time and space complexity for specific data structures and algorithms, but i don't know what they explicitly are, nor how to calculate them. and like you said there is a lot of abstraction in frameworks used for game development so i can't troubleshoot how or why one compression algorithm is supported but not another, or how they compare performantly. one example is that i learned about a compression algorithm called QuickETC2, which was used for mobile games because it has low memory bandwidth and doesn't demand a lot of overhead on mobile devices, but it's all just verbal statements, not really a numerical validation.

but yeah idk where i'd start to properly grasp all of this, not just encoders, but how any algorithm, like an IK solver, a shader, pathfinder, compares from one approach to another. it's mostly just word of mouth that i've seen people claim x is better than y.



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