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DudePluto, in Link's just trying to go on adventures...

We noticed you swinging that sword and wanted to let you know we do a little swinging too

SveetPickle, in What game is improved the most by mods?

Minecraft has a pretty solid vanilla experience but the depth of things you can do with mods is pretty insane. I’m playing a pack right now that basically turns it into a rogue like dungeon crawler.

Klaymore,
@Klaymore@sh.itjust.works avatar

Yeah, I love modpacks like Attack of the B-Team that add a ton of crazy technology and magic mods. Building massive pipe systems and assembly lines was always my favorite part of Minecraft

strudel6242,

It's crazy how long these modpacka have been a part of the scene. Even all the way back in 2014 I remember digging my teeth into them.

Hiyoihoi, in What game is improved the most by mods?

Terraria, is still an excellent game but the Mod loader makes it tons better with plenty of feature mods and quality of life plus it is available from steam so easy set up.

frog, in Embracer CEO says layoffs are "something that everyone needs to get through"

Funny how the CEOs never have to “just get through” being laid off…

thefartographer,

It’s like they can’t get laid off… But I bet they can get laid out!

Gaywallet,
@Gaywallet@beehaw.org avatar

Often times they are laid off, with a generous multimillion severance package

frog,

That must be so difficult for them to “get through”. Surviving for a few months, maybe a year (if non-compete clauses are enforced, which they probably aren’t for CEOs) on just tens of millions, which forces them to buy only one yacht instead of three until they can get back into another well-paid CEO gig. The greatest tragedy of our age. Won’t anybody think of the CEOs?!

hydroptic,

Won’t anybody think of the CEOs?!

I’m thinking that they might be crunchy and good with ketchup if fried properly

frog,

There’s only one way to find out!

guyrocket, in Netflix is reportedly exploring adding in-game ads to its gaming service
guyrocket avatar

This guarantees that I'll never even TRY their service.

Brilliant move, Netfilx. Be sure to mention the in-game ads in all your marketing materials too. I'm sure people will FLOCK to your service in DROVES.

falsem,

Yeah, you're supposed to wait until you actually have a user base to enshittify it.

Caligvla, in Male players: Why do you play female characters?
@Caligvla@lemmy.dbzer0.com avatar

I don’t always play female characters, but I can think of a few reasons:

  • With rare exceptions I just prefer how the female characters look, be it prettier or cuter, they usually have way better character customization than the male counterparts.
  • Female clothing and equipment in games also just look more stylish and flamboyant, especially in Japanese ones.
  • And honestly I just like playing as someone different from me, if I can’t choose to be an alien or whatever, then the next best thing is a woman.
TwilightVulpine,

Lots of games really fall short as far as male character customization goes. It's like they are afraid of color and flair.

derbis, in Male players: Why do you play female characters?

If it’s a third person game, I’d rather be looking at her ass throughout the playthrough than his.

TwilightVulpine,

I never get this type of response. Do you really keep paying attention at whoever ass it is rather than the whole game happening on the rest of the screen?

wooki,

Maximum autism. People are hard mmmm kaaaayyy

algorithmae,

In this case, “ass” is a funny oversimplification. The player model is on the screen all the time, so having it be attractive adds to the visual appeal of the whole experience

loops,

Same. If it’s fpv only it doesn’t really matter to me.

Kusimulkku,

You’re looking at the ass through your gameplay?

DebatableRaccoon, in Starfield design lead says players are "disconnected" from how games are actually made: "Don't fool yourself into thinking you know why it is the way it is"

Oh cry me a river. These hacks don’t deserve the pity they’re clearly trying to win because they have already proven they don’t know how to make a technologically sound game. Every single one of their games has suffered from save-breaking glitches, and yeah I might be one of the unlucky ones to have experienced at least one in all of their games but I can count the amount of developers that have given me a similar experience on one fist (yes, I mean “fist”, not hand).

I have an up-to-date system, more than meet the requirements for this flaming turd of a game and even among the insane amount of loading screens, there are still frequent hang-ups from the game needing to load while walking through a plaza while the game is running on my SSD. That’s simply not good enough. The last time I experienced such behaviour in a game was when I was playing on a potato over a decade ago or playing online with abysmal internet.

Critics don’t have to be developers to be able to spot in what ways a game is bad and neither does the general public. This is very different from “I don’t like this so it’s bad.”. This is a case of “It runs like ass, the writing is boring and the traversal of their mostly-empty crafted universe is little more than a lag-hung menu with a stupid amount of layers to access what you’re actually looking for and a whole ton of loading screens and thus it is bad.”. They haven’t crafted some grand open universe like they advertised, they made a bunch of levels, added a slow fast travel system and a standard fast travel system and called it quits. They’re now finally being called out as the bunch of half-asses they really are and they have more than earned it.

“We were riding the limits of what was possible” is a common excuse given. Then maybe don’t bite off more than you can chew. “Overcome technology itself”. A bad craftsman blames his tools. Maybe stop using an engine that isn’t fit for purpose. The “Creation” engine - or as we might as well call it, Gamebryo - has long been cited as the cause of many problems and barely workable. Take time to retrain your developers to a user-friendly engine and you’ll quickly make up the lost time in efficiency but they insist on holding on to that dinosaur of an engine.

As a member of the general public, I can’t say I know how to make a game, let alone a good one but given the constant stutters, mostly empty world, boring writing, frequent instances of forcing grind to pad play time and ever-increasing tedium in their gameplay loop, I have to assume that Bugthesda doesn’t either. The fact they saw to set team members on reviews instead of fixing all the problems with their games, I have to say their priorities aren’t in the right place and the ones who are “disconnected” are Bethesda who seem to be under the delusion that they’ll get nothing but praise just for releasing a game, no matter the state it’s in.

Hypx, in Starfield design lead says players are "disconnected" from how games are actually made: "Don't fool yourself into thinking you know why it is the way it is"
Hypx avatar

Without delving into the question over how good the game is, this sounds like a company that simply has the wrong processes in place. A case of "working hard" instead of "working smart." As a result, they waste a lot of time and resources on things that ultimately don't matter. I'm sure the person in question worked really really hard on the game, but it's mostly pointless and ineffectively effort.

Stillhart,

…this sounds like a company that simply has the wrong processes in place

LOL! OMG, I totally thought you were talking about their process for dealing with negative press/reviews. What’s funny is that your comment basically applies to both your point and mine and that kinda reinforces the point for both versions…

Kir, in Starfield design lead says players are "disconnected" from how games are actually made: "Don't fool yourself into thinking you know why it is the way it is"
@Kir@feddit.it avatar

While this is true, it is a terrible way of debating with the public.

And while users may not be able to understand game design decision and background, they can well be aware that those decisions brought to a really bad game.

andrewrgross,

Not only that, but their blindness is the result of developers choices on what they share. If you don’t want people making incorrect assumptions, give them more info. Don’t tell them to just forego having any opinion on the matter.

If it looks like a decision was made cynically, prove otherwise, don’t just say ‘No, you’re wrong, you just don’t know!’

BruceTwarzen,

You don't have to be a chef to realise that a shit sandwich tases bad.

RandoCalrandian,
RandoCalrandian avatar

In matters of taste, the customer is always right.

Something these studios seem to have forgotten.

Poggervania,
Poggervania avatar

But gamers don’t actually need to understand game design or why a certain choice was made.

I said this in another thread: if it’s a shit design, it’s a shit design. Knowing why the shit design was made does not suddenly make it not shit. In fact, I do not care to know why you made that decision in the first place - if it’s bad, then just own up to it and either try to fix the issue or actually resolve to do better next time.

teuast,

To borrow a phrase from Steve Hofstetter, I’ve never flown a helicopter, but if I saw one in a tree, I could still be like “dude fucked up.”

MudMan,
MudMan avatar

I don't love how this is phrased, but it's not wrong.

The harsh reality of creative industries is that people are gonna be uninformed, dickish smartasses on social media (and... you know, traditional media, too), but they don't owe the creators anything, so if they don't like a thing they don't need to be right about why they like it.

But hey, I also don't resent any creator for venting reasonably on social media about this stuff every now and then. I think it's a dumb, potentially career-ending thing to do, but I get it.

RandoCalrandian,
RandoCalrandian avatar

I don’t see why we should accept a long winded excuse for failing to stick the landing.

Olympians know when they fucked up an attempt, and move on. What’s stopping these whinging game studios and developers?

No one owes them money. Their game doesn’t deserve to be profitable. They were attempting to make a good, profitable game. Failed, and now want everyone to pat them on the back and give them a gold medal anyway because they tried soooo hard!

It’s the entitlement that gets me, as if they deserve pity or artificial success just because

Stillhart, in LOL? lol

Is that game still the poster child for toxic gamers? Been years since I played but I would never let my kid play that game.

It’s sad because it is pretty fun when you get into it and when you have people to play with. But it really only takes one person to ruin a match for nine other people by trolling/feeding/etc. I ended up quitting because it was just WAY too toxic.

The shit people used to say in that game… like nothing I’ve heard in any other game. Literally talking about

spoilerraping people

like that’s somehow acceptable shit talking. Curious if it’s gotten any better… it certainly couldn’t have gotten any worse.

Xel,

It’s somewhat better but heavily depends on what you play and how you play it. Empirically, it’s better as now I only find toxic players every 20 games or so, when before it was like 1/2. But I also recommend to just mute everything and everyone and stick to ARAM if you don’t like toxicity.

Stillhart,

Oh yeah, I forgot they added an official ARAM mode. Back when I played, it was a custom game thing and kinda honor system to stay in the middle lane. I played it a lot before I quit for the low stress environment. Kinda want to check it out now. Shame/not-shame I can’t because I’m on linux.

Xel,

I recommend it a lot, it’s very entertaining for team fights and quick tactics, rather than waiting 20 mins for the fun to begin or waiting for your JG to do something in SR

Pseu,

I played a long while ago and a string of similar incidents eventually made me leave.

I came back ~6months ago, and it was more chill, but still not great.

I will say that if you’re in a group of 3 or more non-toxic people, you almost never get toxic players. Not only because you’ve only got 2 chances to roll low rather than 4, but also because they’re more aware that probably won’t get anywhere.

TIN,

I played (and lost) 3 games, no-one said or typed anything at all that I could see, though that may be an artefact of a super low elo game?

Stillhart,

Possible you’re in a noobie bracket where they keep you away from experienced players so you can learn with less stress… and get into the game before you realize how toxic it can be. :-D

But glad it’s good so far! It really is a fun game. I played for a couple years despite all the toxicity so yeah.

batcheck,

Not sure when they added this (maybe season 10) , but you can mute in game by default. I use it. You can still see pings and emotes. When someone is obviously griefing with pings, I mute them completely.

The game is a much better experience that way. Chat in that game is overrated. Plus without all the none sense people spew in chat it’s easier to find flash and summoner timers

Stillhart,

People were begging for auto-mute back when I was playing. I realize that it’s a team game and they don’t want to discourage communication but they were well aware of the toxicity. They implemented the Tribunal system to try to address it. Didn’t do much in the short term. Glad rito caved on the auto-mute.

Evkob,
@Evkob@lemmy.ca avatar

I’ve been playing Counter-Strike for over a decade and I still can’t handle the LoL community. That alone should indicate how toxic it is.

wick,

I recently played battlebit and experienced more bigotry and toxity in an hour than I have in a year of casual league play. I heard the n word more times in that hour then I have ever seen in league, since season 6.

Stillhart,

Never heard of it, but I’ll be sure to keep away in the future, thx.

guyrocket, in What game company from your childhood do you remember with fondness?
guyrocket avatar

Atari, Activision
You kids GTFO my lawn!

Telorand,

Gen X/Old Millennials represent!

SharkAttak,
SharkAttak avatar

Or I'll throw my cassette tapes at you!

djsoren19, in The Escapist staff resign following termination of editor-in-chief Nick Calandra

Feels like a big kick in the nards considering they just released a new video series from Yahtzee like two weeks ago, and Frost recently began the video series Stuff of Legends. I’m willing to bet this was a major shock.

mojo, in Xbox's new policy — say goodbye to unofficial accessories from November thanks to error '0x82d60002'

Oh nooo. I’m going to be devastated all the way over here on my Linux desktop and steam.

exonac,

Same here. Ironically I’m using a bunch of original Xbox controllers on it. I just like the shape. whaddayagonnado microsoft? Your OS and your consoles are shit! You are the third party now!

Rayspekt,

Haha I do this as well as they feel nice and their dongle is able to manage multiple controllers at once.

thingsiplay,
thingsiplay avatar

Me too. And I even purchased the official proprietary dongle from Microsoft and play it wireless. Why not Bluetooth? I don't like Bluetooth, as I have bad experience with it in the past and would need a dongle for it anyway. Otherwise, the controller works very well with Steam and with non Steam emulators. Microsoft knows how to make good controllers, I give them that.

But on the other hand, I wonder how it is to have a PS5 controller. First, Sony has open source drivers for it and they are included in the Kernel I think (tag me wrong, if it's not true). Plus it has some features, which the Xbox controllers do not have. I'm very curious, but the prices for new controllers are so expensive!

scrubbles, in Stop blaming teeth for Cities: Skylines 2 performance problems, say devs
@scrubbles@poptalk.scrubbles.tech avatar

The most annoying thing about the cities performance issues isn’t even the performance issues. It’s all the gamers who overnight became experts in game performance that are ranting and raving online about how they obviously know how to optimize games more than professionals. It’s so tiring at this point.

Any software engineer with real professional experience can tell you performance tuning is a nightmare. It’s going through millions of lines of code checking for places you can allocate memory a bit differently. Checking collections and going back to your CS classes to make sure you’re using the best data structures. Watching performance tools and debugging for hours on end to catch that one place that slows down a bit.

People here, Reddit, and everywhere are just so tiring because they act like it’s so obvious. “Oh it’s the teeth”. “If they would have done X”. It’s honestly just so disrespectful to the full time engineers who no doubt have had those thoughts months ago. If items like this were simple, they would have done them already.

I give completely respect to the engineers who worked on this, and I respect Colossal Order’s push to still release early. As someone who is enjoying the game, zero crashes, and in my opinion completely playable, I’m happy they released now.

Dark_Arc,
@Dark_Arc@social.packetloss.gg avatar

I largely agree with what you’re saying but I’m going to add… If you get to the point of release and you’re off 300% and not 15% … you screwed up.

There definitely aren’t easy answers to these kinds of problems but there are steps that should be taken along the way to prevent them. Getting to the end and then addressing any and all performance issues is a recipe for disaster.

You don’t want to be making major architectural changes at this point in the process. You want to be dealing with hiccups. Throwing hardware at the problem and “optimization” only go so far.

GammaGames,

They’ve been experts for longer than a single night, don’t you remember when all anybody said was to jUsT FiX tHe NeTcOdE!

CatUser,

Bruh change your DNS /s

JCPhoenix,
@JCPhoenix@beehaw.org avatar

Shh! You’re gonna tempt the DNS demons!

thingsiplay,
thingsiplay avatar

I give you right about those overnight experts in forums. 100% true. But I would not give too much respect to the developers (unless they were forced to released it early), because they knew the game was not ready to launch. It's even their official statement: https://forum.paradoxplaza.com/forum/threads/updates-on-modding-and-performance-for-cities-skylines-ii.1601865/

Cities: Skylines II is a next-gen title, and naturally, it demands certain hardware requirements. With that said, while our team has worked tirelessly to deliver the best experience possible, we have not achieved the benchmark we targeted.

Then why the hell do you release the game? So it's another rushed game and that is you can blame the devs for. That is what upsets me personally the most from all those drama.

hiddengoat,

deleted_by_author

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  • thingsiplay,
    thingsiplay avatar

    It's shocking how you guys defend the release of unfinished games. The game needed a delay and that would be better for the company and for the gamers. When will companies learn from this?

    bermuda,

    Then why the hell do you release the game?

    because they are a business that needs to make money to offset development costs.

    scrubbles,
    @scrubbles@poptalk.scrubbles.tech avatar

    They literally said why. Because a lot of players, like myself, don’t care about the performance issues and are happy to play it. That those who wanted to start deserved to get it early, and that by delaying it only punished us. And they’re right, like I said I am enjoying it, there’s a huge discord of people enjoying it. If some people just absolutely can’t handle 30fos then they are welcome to delay it for themselves and not buy it until hardware catches up

    wildginger,

    As someone who is enjoying the game, zero crashes, and in my opinion completely playable

    Not gonna lie, something tells me your opinion would shift within seconds if your computer wasnt working you a little extra magic to make this sentence true.

    Kraiden,

    Willing to throw my hat into the ring here and say that I haven't even bought it yet because I know my pc can't handle it. I will wait for performance patches (or look at finally upgrading my 5 year old pc)

    I also think they've done everything right. They called it out BEFORE release, but released anyway for the subset of players who can play, with the promise of improving it for the rest.

    The ones who can play it got lucky, the ones who can't and are all pissed about it are the same ones who would be bitching if it got delayed.

    wildginger,

    Honestly they should have put it behind the beta window under the caveat that the “beta” was just bug fixing.

    But Ive kinda noticed a trend where people who say that everyone else is overreacting, and that people are throwing tantrums over nothing, are pretty often people who have a spendy machine that brute forced past all the issues.

    Like people who say “minecraft doesnt have a memory leak issue, just install a bit more RAM!” You havent solved the problem, you exist in a situation where you cant notice the problem.

    ono,

    To be fair, one doesn’t have to be an automotive engineer to deduce something is wrong with a new car that struggles to reach 30km/h while most of the others exceed 100km/h with ease.

    (This is the first I’ve heard of anyone blaming teeth, though. That’s a bit strange.)

    shadowbert,
    shadowbert avatar

    I don't think the issue is with people deducing something is wrong with the game. The issue is people sayings "It's definitely the fuel pump - why didn't you give it a larger pipe?" because the windscreen wipers aren't working.

    luciferofastora,

    Recognising an issue vs diagnosing it vs. figuring out a treatment. You can notice chest pains and shortness of breath, perhaps make an educated guess that it could be a heart attack, but it’s going to take an expert to diagnose whether that’s actually the case and what course of action to take.

    millie,

    There’s a big difference between looking at a game and saying there seem to be some performance issues versus baselessly pretending that you know what the specific cause of those issues is.

    umbrella, (edited )
    @umbrella@lemmy.ml avatar

    IIRC there was once some bethesda game where characters teeth being rendered across the map was the actual issue.

    edit: on second tought i think it was actually arma2/dayz/pubg or something similar

    ono,

    Ha… That is hilarious, and very much like Bethesda. (See also: the bee problem in Skyrim.)

    brsrklf,

    What problem, you don’t think bees should be able to flip a horse carriage over?

    Can’t stand the sight of a strong Nord insect?

    scrubbles,
    @scrubbles@poptalk.scrubbles.tech avatar

    That’s not a fair comparison. I see people upset because the car isn’t a masarati, when they didn’t build a masarati. They built a van. I don’t need to go 100km/h, I needed something that could carry all of these items I have. And for me, that runs fine.

    I will say that I have a new(ish) gaming rig, built about 3 years ago. I do think minimum requirements are jokingly out of date, and those needed to be upped to not mislead people. I don’t think even a 1000 series GTX card could play this on minimum settings, let alone a 900. It’s better PR just to be up front and say “Look, those cards just aren’t going to cut it. If you can’t play day one, we’re sorry, but we’re excited to see you at your next upgrade” rather than lie and say it’ll be fine.

    ono, (edited )

    That’s not a fair comparison.

    I think it is. Note that I wrote 30km/h, not 200km/h. (In case you’re American, 30km/h is about 18mph.)

    The Last of Us Part 1 is another example. We know it should run better on our hardware (at least with low-graphics settings) because we have already seen the original game run far better on less capable hardware. Yet this one fails to do so even at the lowest possible settings.

    Even Baldur’s Gate 3, despite being otherwise wonderful, has some glaring hit-and-miss performance issues (think 8 fps at 1080p) that show up on hardware that can handle similar games easily. You don’t need to be a software engineer to compare it to Divinity: Original Sin 2, adjust for a few years of hardware inflation, and have a rough idea of how it should perform at moderate-to-low settings.

    I see people upset because the car isn’t a masarati,

    I don’t doubt that those people exist, but I believe they are outliers. Most of the complaints I see about underperforming games in the past year or so are from people with very reasonable expectations. If most of the gripes you’ve seen are from teeth-blaming Masarati-entitled loudmouths, I suspect it has more to do with the forums you frequent than anything else.

    millie,

    I mean, you kinda do, though. You have no idea what’s going on under the hood in Divinity versus Baldur’s Gate. Even if the graphics are similar and the UI looks the same, there could well be much more complex systems involved. Given that they’ve developed a faithful and fairly wide-ranging representation of D&D 5e, I’m willing to bet that ended up being a lot more involved than their own proprietary system.

    ono, (edited )

    Given that they’ve developed a faithful and fairly wide-ranging representation of D&D 5e, I’m willing to bet that ended up being a lot more involved than their own proprietary system.

    That game was just one example, but since you seem interested in singling it out:

    Turn-based game rules cannot explain the awful graphics performance that game has, even at idle, on some systems. (Not even D&D 5e, which I happen to know in detail.)

    Graphics engine enhancements might explain it, but in that case, the developers should have included options to disable those enhancements.

    I haven’t reverse engineered the code, but some of the behaviors I’ve seen in that game smell strongly of decisions/mistakes that I would expect from a game that was rushed, such as lack of occlusion culling. Others smell like mistakes that are common among programmers who haven’t yet learned how to use the graphics APIs efficiently, such as rapid-fire operations that should instead be batched. Still others could be explained by poor texture and/or model scaling techniques. As a software engineer, the bad performance in this particular game looks like it could come from a combination of several different factors. None of them are new in this field. All of them can usually be avoided or mitigated.

    In any case, the point is that none of that analysis matters for the sake of this discussion, because a community with experience using products doesn’t have to be experienced in building them in order to notice when something is wrong. It’s not fair to categorically dismiss their criticism.

    (Thankfully, the Baldur’s Gate 3 developers haven’t dismissed it. Instead, they are working on improving it. Better late than never.)

    BorgDrone,

    The Last of Us Part 1 is another example. We know it should run better on our hardware (…) because we have already seen the original game run far better on less capable hardware.

    You cannot directly compare PC specs with those of a console. TLoU was made by Naughty Dog who are well known for squeezing absurd amounts or performance out of console hardware. The way to do this by leveraging a platforms specific strong points. The engine is very likely designed around the strengths of the console’s hardware.

    PCs have a different architecture from consoles, with different trade-offs. For example: PCs are designed to be modular. You can replace graphics cards, processors, RAM, etc. This comes at a cost. One such cost is that a PC GPU has to have it’s own discrete RAM. There is a performance penalty to this. On a console things can be much more tightly integrated. I/O on a PS5 is a good example. It’s not just a fast SSD, it’s also a storage controller with more priority levels, it’s also a storage controller that interfaces directly with the GPU cache, etc.

    ono,

    Sigh… You conveniently deleted important parts of my comment, such as “at least with low-graphics settings” and “adjust for a few years of hardware inflation”, and completely ignored the fact that I am talking about cases of abnormally bad performance compared to entire categories of games. The straw man you’re arguing against is not what I wrote.

    BorgDrone,

    You conveniently deleted important parts of my comment, such as “at least with low-graphics settings” and “adjust for a few years of hardware inflation”,

    No, that just supports my theory. Graphics settings usually scale really well, that’s the reason they are adjustable by the end-user in the first place. Those should not cause any of the issues you are talking about. The problems lie in parts that take advantage of certain architectural differences.

    A hypothetical example that highlights a real architectural difference between consoles and PCs:

    Say you have a large chunk of data and you need to perform some kind of operation on all this data. Say, adjust the contents of buffer A based on the contents of buffer B. It’s all pretty much the same: read some data from A and B, perform some operation on it, write back the results to A. Just for millions of data points. There are many things you could be doing that follow such a pattern. You know who’s really good at doing a similar operation millions of times? The GPU! It was made specifically to perform such operations. So as a smart console game developer you decide to leverage the GPU for this task instead of doing it on the CPU. You write a small compute kernel, some lines in your CPU code to invoke it. Boom, super fast operation.

    Now imagine you’re tasked with porting this code to the PC. Now, suddenly this super fast operation is dog slow. Why? Because it’s data generated by the CPU, and the result is needed by the CPU. The console developer was just using the GPU for this one operation that’s part of a larger piece of code to take advantage of the parallel performance of the GPU. On PC, however, this won’t fly. The GPU cannot access this data because it’s on a separate card with it’s own RAM. The only way to get to the CPU is through the (relatively slow) PCIe bus. So now you have to copy the data to the GPU, perform the operation, and then copy the data back to system RAM. All over the limited bandwidth of the PCIe bus, that’s already being used for graphics-related tasks as well. On a console this is completely free, the GPU and CPU share the same memory so handing data back and forth is a zero-cost operation. On PC this may take so much time that it’s actually faster to do on the CPU, even though the CPU takes much more time to perform the operation, simply to avoid the overhead of copying the data back and forth.

    If an engine uses such an optimisation this will never run well on the PC, regardless of how fast your GPU is. You’d need a lot of years of ‘hardware inflation’ before either doing it on the CPU or doing it on the GPU + 2 times the copy overhead is faster than just doing it on the GPU of the console with zero overhead.

    In fact, things like this is why Apple moved away from dedicated GPUs in favour of a unified memory model. If you design your engine around such an architecture you can reach impressive performance gains. A good example of this is how Affinity Photo designed their app around the ‘ideal GPU’ that didn’t exist yet at the time, but which they were expecting to in the future. One with unified memory. When Apple finally released it’s M-series SoCs they finally had a GPU architecture that matched their predictions and when benchmarked with their code the M1 Max beat the crap out of a $6000 AMD Radeon Pro W6900X. Note that the AMD part is still much faster if you measure raw performance, it’s just that the system architecture doesn’t allow you to leverage that power in this particular use-case.

    It’s not just how fast the individual components are, it’s how well the are integrated and with a modular system like a PC this is always going to cause a performance bottleneck.

    millie,

    Even just modding I’ve noticed a lot of extremely confident opinion-giving that’s equally uninformed. I think people just like to feel like they have some special insight, so they tend to run with whatever the first narrative they hear is and stick hard to it. It reminds me of all those little bullshit factoids people love to repeat, like that daddy long legs are the most venomous spider but are incapable of biting people.

    The big obvious example in DayZ is the myth of the ‘alpha wolf’. People have for ages been claiming that one of the two wolf textures (usually the white one, but I’ve heard both) is an ‘alpha’ wolf that’s stronger than the others and will cause the pack to run away if you kill it. This is a complete myth with no basis in the code of the game. One wolf type is a child class of the other and the only difference is their texture.

    And yet some people will get extremely offended if you mention this. Even if they literally have never even peeked under the hood of DayZ and are well aware that you’ve been actively developing mods for it.

    cadekat,

    That said, there are cases of players noticing emergent behaviour in games! For example: twitter.com/JoelBurgess/…/1428008041887281157

    chipt4,

    Is there a way to view this without logging into Twitter?

    derGottesknecht,
    chipt4,

    Thank you!

    scrubbles,
    @scrubbles@poptalk.scrubbles.tech avatar

    This is exactly it. It’s more fun to shit on a game release because it gives a sense of superiority. “I know better than everyone else, this game should have been done this way and that way” and bolsters self confidence.

    There are without a doubt some really good arguments for things that could be different, but the vast majority of things I read are self aggrandizing people talking about how they all know how it could be better - and that’s the arrogance that really bugs me. That any of us who don’t know anything about the source code could say at all that it should run better.

    Saying “I wish it ran faster” is one thing. Saying “I know it could run better” or “Other games run fast, this one should too”, or in regards to this article “lol they did this thing that’s so stupid” and just the self backpatting for figuring it out. Software engineering is hard alone. Gaming engineering on top of that is just ridiculous. I have 14 years of software engineering under my belt and I still know they are doing things in this game that I would not be able to. Anyone who says they know better than the engineers are the same as the people who sat in my CS102 class and told other students they were smarter than the professor. You aren’t. Everyone knows you aren’t. Please stop acting like you are

    darkghosthunter,

    They’re “overnight performance experts” because there are similar games that run better.

    To me it seems that there was a tight schedule and they couldn’t prioritize performance tweaks over features. I mean, if it’s works it works, refactor later so we can jump to the next requirement.

    Sum all that up and you won’t know which part of the chain takes most cycles,

    EsteeBestee,

    I don’t work in games, but I do work in software and the people you describe are infuriating and have absolutely no idea what it’s like to work on a big piece of software. Thanks for the comment.

    scrubbles,
    @scrubbles@poptalk.scrubbles.tech avatar

    You don’t understand. I watched a YouTube video/took CS102/have a side project I’m totally going to finish. I totally know just as much as these engineers with 10+ years experience who put the last 5+ years into the project.

    Kichae,

    Yup. I’ve worked with some really great software engineers in the gaming industry, and they don’t have a fucking clue how to optimize a game, and it’s because optimizing the game doesn’t take a clue. It takes legwork, and diagnostics, and digging, and digging, and digging.

    It’s never what you think, because if it was, it would have been fixed already.

    We shipped well optimized games, and we did so because the games were (relatively) small, and our engineers were absolute pro sleuths.

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