3 ms·
Heh, but even then, 6x is still impressive. I doubt in 26 years you could optimize a tripe A title from today to the same extent. It seems that the vast majorit
by iforgotpassword 5y ago
Heh, but even then, 6x is still impressive. I doubt in 26 years you could optimize a tripe A title from today to the same extent. It seems that the vast majority of optimizations is actually achieved manually and not through Compiler magic and other modern tools. But then again maybe in 26 years we will have magic tools that will get the job done. ;)
- NobodyNada 5y ago> I doubt in 26 years you could optimize a tripe A title from today to the same extent. Well... https://news.ycombinator.com/item?id=26296339 https://news.ycombinator.com/item?id=26296339
- dmix 5y agoWow Rockstar released his optimization. That's awesome.
- iforgotpassword 5y agoI knew this would come up :-) Doesn't improve overall game performance though.
- Hikikomori 5y agoLoading times were however the main reason I couldn't enjoy that game. Took like 15 minutes from starting it to joining some MP game with friends, then 5-10 minutes between each game looking at loading screens.
- maccard 5y ago> I doubt in 26 years you could optimize a tripe A title from today to the same extent. It helps that in this very particular case it was made much easier for him by basically enabling optimizations in gameplay code (it's fairly unlikely you'd get that one for free these days). But look at the difference in quality of launch titles for the PS4 vs what's being released today - that's 7-8 years worth of development. It's not unreasonable to expect that with another 2x that we could make similar gains. I've worked on a few AAA games and seen the codebases (and more importantly the issue trackers and profiling data). Today lots of these problems are "known" but it's a tradeoff - do you spend a person-week on fixing a frame drop in an awkward area or do you spend it on an incremental improvement across the board.