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I think the games that are pushing graphical boundaries today are prob just as efficient relative to how high fidelity they are and (have to) use just as many c
by wly_cdgr 5y ago
I think the games that are pushing graphical boundaries today are prob just as efficient relative to how high fidelity they are and (have to) use just as many clever optimization tricks. It's just that there's so much room now to make something compelling from a gameplay and/or aesthetics POV but that is technically basic / cookie cutter / off the shelf
- psyc 5y agoFor modern-ish examples of very smart optimization-minded programmers still having to work to fit exceptional experiences into hardware limitations, I recommend Jonathan Blow’s talk about fitting Braid’s time rewind system onto the XBox, Natalya Tatarchuk’s talk on Destiny’s architecture, and Factorio’s blog posts on optimization.
- wly_cdgr 5y agoThanks! There was a good GDC talk from a Forza guy too that came to mind after reading your comment. Hmm lemme see if I can dig it up...aahh yup, here it is: https://youtu.be/COqSiGFnK50 https://youtu.be/COqSiGFnK50