No.17421
We develop along the paths our great lord capitalism desires. The hordes demand graphics? Graphics they shall receive.
No.17423
This is the framework I'm trying to learn RN.
https://turbanov.ru/wiki/en/toolworks/docs/apparatus/ecshttps://fbi.gov/invite/PzZUfgHR8mHe's always developing it and adding features that are too technical for me to understand yet.
No.17425
>>17424Is 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
>>17424Again
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
>>17425Watch 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
>>17427What 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
>>17428Whoops sorry I thought the first video was the plane one my bad
No.17430
>>17427Okay 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
>>17430Yeah 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.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.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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