Earlier quoted context omitted.
There needs to be at least 1 person to figure out why the game isn’t hitting the performance target. That is real engineering
In modern gaming you just make every texture max size even though it only covers a tiny surface and will only fill 6 pixels on a large monitor. Also, half of their shaders are broken on some configurations. Also they used a function call wrong so their game tries to render something a bunch of times instead of once. A huge portion of NVidia and AMD GPU drivers is literally hacks to make games actually run well. Both…
> in modern gaming you just make every texture max size even though it only covers a tiny surface
This completely false. Not even hyperbole, just plain false. We have budgets, we have tools. You need higher res textures for things that are smaller because you can get close to them. Is there waste? Sure, but no more so than in any other field. My local newspaper takes 15 seconds to load on gigabit WiFi, and hangs on scroll. Reddit can’t handle more than one tab open. Slack uses more ram than the game im developing sometimes. Even HN still falls flat on its face with a “moderately” popular link, and can’t handle it if you perform too many operations.
> A huge portion of NVidia and AMD GPU drivers is literally hacks to make games actually run well.
This is because nvidia and AMD offer this as service but without access to your codebase. The days of them being required to function are long behind us.
> Titanfall 1 shipped with like 30gb of uncompressed audio. They did this to "reduce CPU load". In 2014.
As I’ve said many times, you might disagree but it was intentional. The Xbox one was an 8x1. 75GHz CPU, and some of that was reserved for system use
All software is shit, and held together by duct tape. All industries have products that we can point at and call a disgrace - it’s not games that are the problem.