3 ms·
In the realtime performance vs developer time tradeoff, the magnitudes are important... and also, their value. For a long time, games pushed the graphics envel
by hyperpallium 9y ago
In the realtime performance vs developer time tradeoff, the magnitudes are important... and also, their value.
For a long time, games pushed the graphics envelope, but that doesn't seem the case any more. So perhaps that's less important today, and GPUs have overshot gamer needs.
OTOH, development costs of AAA games are incredibly high. with larger worlds at higher res. Even worse at 4K.
So the question of the magnitudes remains.
2018: the year of raytracing in games, finally?
A data-point is that Imagination has had hardware raytracing for several years now: https://www.imgtec.com/legacy-gpu-cores/ray-tracing/ https://www.imgtec.com/legacy-gpu-cores/ray-tracing/ But without publicised success.
- sdenton4 9y agohmm.... If - thanks to this announcement - it's the year of raytracing in games, it means it's probably not the year of linux on the desktop. rolls over, goes back to sleep.
- bhouston 9y agoThe cost of games is not the render engine, remember that most use ue4 or unity. The cost of games 90% is asset and gameplay and UI/UX development.
- hyperpallium 9y agoBy "larger worlds at higher res" I meant higher cost of asset development.