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Ask HN: How were video games from the 90s so efficient?

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Re: Ask HN: How were video games from the 90s so efficient?

#15
These tricks are things that you could still pull off today. The difference is, outside of competitions or the demoscene, nobody _needs_ to pull them off - it greatly decreases your time-to-market to do things in a straightforward way, rather than a novel way. That wasn't true 20+ years ago - the straightforward way often brought you up against hardware limitations.

Re: Ask HN: How were video games from the 90s so efficient?

#16
Broadly speaking, modern developers don’t have to deal with resource limitations (neither computing nor financial) so they instead devote that extra energy on completely unnecessary orchestration systems and build toolchains to feel like they’re doing something complex and challenging.

Re: Ask HN: How were video games from the 90s so efficient?

#17

I recommend watching this: https://youtu.be/izxXGuVL21o Naughty Dog Co-founder Andy Gavin discusses various hacks that were used on the Playstation to get Crash Bandicoot to run smoothly. The fuller version is also worth watching.

This one is my favourite. I would call this kind of programming both art and beauty.

Re: Ask HN: How were video games from the 90s so efficient?

#18
post #5

https://www.quora.com/Why-was-Roller-Coaster-Tycoon-written-... Funny you should mention Rollercoaster Tycoon because it was actually written in Assembly for performance reasons.

For a rube like me who views assembly coders as masters of occult incantations, this is incredibly impressive

Re: Ask HN: How were video games from the 90s so efficient?

#20
The biggest thing is lower resolution. 640x480 at 256 colors was a high-color, high-resolution mode at the time.

Small bitmaps, with indexed palettes and run-length-encoding to further shrink them.

Caches were tiny, memory was slower, hard disks massively slower, and if you had to hit a CD to load data, forget about it. So packing data was important, and organizing data for cache locality, and writing algorithms to take advantage of instruction pipelining and avoid branches.

Fabian Sanglard has a great blog that goes into the nitty gritty of a lot of these techniques as used in different games.

https://fabiensanglard.net/

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