3 ms·
> 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
by 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.