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How Unreal Renders a Frame

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Re: How Unreal Renders a Frame

#31

This is why I don't get why the game industry has such a bad rep for overworking people. It's genuinely hard to do this kind of code so you'd think they take care not to scare away the few people who can do it. I recall at one point Goldmans was bragging to my team about how they'd hired a game dev to do their click-to-trade currency UI. Seemed like the guy found an easier job for more pay.

I think it depends a lot of which company you work for and where in the world you work. For example, there is a lot of game companies in my country and it's illegal to require people to work more than 40 hours a week.

I think some may do it anyway by free will or by social pressure, but these people are probably pretty rare. In my country (Sweden) we don't really have a culture where companies pressure people into working more in general so those who do often meet a lot of social uproar and protests.

Re: How Unreal Renders a Frame

#33
post #6

So all of this processing happens for one frame? And this is going on at 60 Hz?

I'm completely fascinated that games can perform massive amounts of math and render 120 frames per second, while some business applications fail to do completely basic data manipulation in an reasonable time frame.

These applications may contain bad code, but on the other hand game engines exploit hardware acceleration, so it's kind of an unfair comparison.

Re: How Unreal Renders a Frame

#34

This is why I don't get why the game industry has such a bad rep for overworking people. It's genuinely hard to do this kind of code so you'd think they take care not to scare away the few people who can do it. I recall at one point Goldmans was bragging to my team about how they'd hired a game dev to do their click-to-trade currency UI. Seemed like the guy found an easier job for more pay.

This is just capitalism at work; in the game industry there is no guaranteed reward at the end of the development cycle, so you have to keep up the pressure in order to beat out your competitors, and increase your chances of winning. This leads to crunching, 60 hour weeks and mass layoffs when you lose - lookup any of the top AAA game companies on Glassdoor and you will find they are awful places to work (Projekt Red…

Looked up several of the companies you mention and most of them have a pretty high ratings. EA is voted worst company by consumers, not by employees which is pretty misleading.

Please stop lying.

Re: How Unreal Renders a Frame

#35

Earlier quoted context omitted.

This is just capitalism at work; in the game industry there is no guaranteed reward at the end of the development cycle, so you have to keep up the pressure in order to beat out your competitors, and increase your chances of winning. This leads to crunching, 60 hour weeks and mass layoffs when you lose - lookup any of the top AAA game companies on Glassdoor and you will find they are awful places to work (Projekt Red…

Looked up several of the companies you mention and most of them have a pretty high ratings. EA is voted worst company by consumers, not by employees which is pretty misleading. Please stop lying.

I'm not lying, read the actual reviews and don't just look at the review score. The good reviews come from people who don't mind working 60 hour weeks, being paid lower salaries, and getting overworked.

Re: How Unreal Renders a Frame

#36

Earlier quoted context omitted.

Looked up several of the companies you mention and most of them have a pretty high ratings. EA is voted worst company by consumers, not by employees which is pretty misleading. Please stop lying.

I'm not lying, read the actual reviews and don't just look at the review score. The good reviews come from people who don't mind working 60 hour weeks, being paid lower salaries, and getting overworked.

I dont have an account so I can only see 1 review for each company. But it is a bit strange to say that only some reviews count and not the others.

Of course most people care if you're being overworked for a small amount of compensation. Your statement is a bit ridicolous.

Re: How Unreal Renders a Frame

#37

Earlier quoted context omitted.

I'm not lying, read the actual reviews and don't just look at the review score. The good reviews come from people who don't mind working 60 hour weeks, being paid lower salaries, and getting overworked.

I dont have an account so I can only see 1 review for each company. But it is a bit strange to say that only some reviews count and not the others. Of course most people care if you're being overworked for a small amount of compensation. Your statement is a bit ridicolous.

I'm not going to argue as I see you're trolling, but it takes 2 seconds to sign in and read the reviews. Most good reviews from Projekt Red for example are from full time employees who say they love working there, but then list cons such as: 'Economically things can get tough due to lower salaries' and 'I would not recommend this company for those who are not ready to push themselves and those who just want a 9 to 17h without any trouble.' etc.

Re: How Unreal Renders a Frame

#38
post #8
post #6

So all of this processing happens for one frame? And this is going on at 60 Hz?

Yes, and more. You’ve also got a rigid body (physics) simulation, ai/pathfinding, animation, networking, audio and gameplay logic all to run. If you’re making an open world game, you also need to have streaming code to load and unload parts of the game on the fly. It doesn’t always happen at 60hz (which is 16ms total processing time for all the above plus what’s in the post). Some games run at 30hz(33ms), some run un…

I'm curious how you would relate in-browser WebGL performance vs. performance of native software such as Unreal. Is running it in a browser 10x worse? or 100x?

Re: How Unreal Renders a Frame

#40

This is why I don't get why the game industry has such a bad rep for overworking people. It's genuinely hard to do this kind of code so you'd think they take care not to scare away the few people who can do it. I recall at one point Goldmans was bragging to my team about how they'd hired a game dev to do their click-to-trade currency UI. Seemed like the guy found an easier job for more pay.

I think it depends a lot of which company you work for and where in the world you work. For example, there is a lot of game companies in my country and it's illegal to require people to work more than 40 hours a week. I think some may do it anyway by free will or by social pressure, but these people are probably pretty rare. In my country (Sweden) we don't really have a culture where companies pressure people into wo…

As a fellow Swede, I think that's slightly disingenuous. Sure, companies can't officially force you to work overtime, but for sure there are many instances where people are encouraged to bring work home or pull some extra hours to make a deadline – especially at smaller companies.
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