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 No.17420

Most advances in gaming have been almost exclusively towards graphics but very little towards making games playable
It’s gotten so bad to the point where even new released cards can’t run new releases at a solid 60fps without constant lag spikes and random glitches. And that sucks considering it’s actually smarter to focus on optimization techniques like Multithreading, quadtree LODs, instancing, array storage etc as it enables new ways of building games to be discovered than simply cramming more processing power into your system and hoping shit works

 No.17421

We develop along the paths our great lord capitalism desires. The hordes demand graphics? Graphics they shall receive.

 No.17422

ECS friend.

 No.17423

This is the framework I'm trying to learn RN.

https://turbanov.ru/wiki/en/toolworks/docs/apparatus/ecs

https://fbi.gov/invite/PzZUfgHR8m

He's always developing it and adding features that are too technical for me to understand yet.

 No.17424

>>17422
>>17423
On the graphics end this guy has INSANE tricks for reducing drawcalls.

 No.17425

>>17424
Is imagine all he’s doing is saving the information describing one model of a paper airplane into an array and simply instancing it 100k times

 No.17426

>>17424
Again
Array storage. I’m shocked by how few games implement this but using arrays to save and load in data for all objects in games saves quite literally billions of potential instructions the computer has to follow because of constantly drawing new geometry and textures thats pretty much the same every where the computer is instead just drawing a set of the exact same meshes and geometry everywhere and likewise the only thing that’s actually taxing to run is no longer how many entities in a game exist but your render distance and if you know what an LOD it pretty much doesn’t matter anymore how much geometry is going on the game

 No.17427

>>17425
Watch the first video. It explains the ECS design philosophy some what and shows the difference with ECS and traditional methods. With ECS his frame time was 4.8ms and with traditional OOP it was 14ms.

 No.17428

>>17427
What I saw is that he’s using Multithreading and instancing to save frames

That is an optimization but there’s to flaws to Multithreading

>it’s only effective if your PC is already good and has more than one core

>because the program takes full advantage of your PC this can also cause overheating problems quick

 No.17429

>>17428
Whoops sorry I thought the first video was the plane one my bad

 No.17430

>>17427
Okay I saw the video and yes it is effective but this seems like something that would be the most effective in games with well a lot of entities like ingame mobs or ecosystems or well you get it AI. Seems like another new technique I can add to my collection

 No.17431

>>17430
Yeah it won't help a non-cpu intensive game as much. But if your game isn't CPU intensive your bottleneck is just going to be rendering.

Here is a long GDC talk by the Overwatch devs:
>In this 2017 GDC session, Blizzard's Timothy Ford explains how Overwatch uses the Entity Component System (ECS) architecture to create a rich variety of layered gameplay.

 No.17432

More about reducing draw calls.

 No.17433

File: 1651759609044.png (45.38 KB, 1213x258, ClipboardImage.png)


 No.17434

You have to keep on mind that most game devs are never working on a single game but multiple most of the times and the programmers have to code pretty much thousands of lines each game per developer. Optimizing all that is obviously not gonna be easy especially when considering how much work there is to do just building the game in the first place, this is also why older games like Warframe, planetisde 2 and war thunder tend to be optimized a lot better than new releases

 No.17613

>Games should work towards advancements in optimization
Yes, they should.
If you're on this site, you know why they don't.

Are most games made with commercial engines like Unreal or an AAA in-house tool? It feels like there should be super major investment into those shared tools, as optimizations opens your game to a larger market of players able to actually play it on mid or lower range hardware.

 No.17630

HA! they won't

you hear how they put uncompressed music and lang packs nowadays

the workers are already overworked
and the development is expensive
ontop of that the money hungry execs


For the so called billion dollar industry, there are hardly any innovations being made in my eyes

It just gets more and more bloaty with each gen, with no refinement

 No.17631

File: 1652526364929.png (306.15 KB, 700x394, ClipboardImage.png)

>>17613
>If you're on this site, you know why they don't.

 No.17633

File: 1652526600099.png (147.01 KB, 1200x755, ClipboardImage.png)

>>17613
>Are most games made with commercial engines like Unreal or an AAA in-house tool? It feels like there should be super major investment into those shared tools, as optimizations opens your game to a larger market of players able to actually play it on mid or lower range hardware.
Well PC is only a small slice of the market. With console they know exactly what hardware specs they're shooting for.

 No.17652

Your premise is absurd. Advancements in fidelity are facilitated by optimizations, such as cache, power, call, etc. Professional studios also have different programming (or even hardware) departments, working on different things. Engine development would be one of those. "Teams" are on the game production level, not pre-production/infrastructure (hence the devs can't code meme that's older than most posters at this point).

Retard thread.


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