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I’ve been playing Pillars of Eternity and I’m amazed just how poorly it runs given what it is. I’d love a no-judgment, no-blame post mortem on a game like that
by Waterluvian 3y ago
I’ve been playing Pillars of Eternity and I’m amazed just how poorly it runs given what it is.
I’d love a no-judgment, no-blame post mortem on a game like that, which tries to dig into the technical reasons why it’s so poorly optimized and the non-technical reasons for how they get there.
I’d imagine it usually boils down to having a deadline and a budget, but I’m quite interested in understanding the in-between portion much more intimately.
- TylerE 3y agoWell, they both use the same engine. That might be a hint. Yes, to be clear, I'm talking about Unity.
- Waterluvian 3y agoThat’s one of those convenient non-exploratory answers I’m hoping to dig past. It might be related, but we don’t really know based on this alone.
- TylerE 3y agoVirtually every Unity game ever that does a non-trivial level of background simulation has considerable jank. There’s just a point where you hav wot say - look - Unity games consistently have performance issues at some point it’s legit to just call it a poorly performing platform.
- Waterluvian 3y agoCities Skylines 1 performed remarkably well on midrange computers, particularly for just how good the simulation is and how busy the viewport can get.
- TylerE 3y agoThe same cities skyline where traffic hasn't worked properly since day 1? It may not be as bad as some, but C:S has plenty of issues on it's own if you try to play it as an actual game and not a scenery painter, which is all its' really good for. It's always been ocean wide, pond deep.
- scubadude 3y agoIt's basically an emulator versus native C code, it's completely relevant
- smolder 3y agoI'm going to guess it went something like this: They kept on adding visual features that work independently, making all their own API calls, one after another, got it looking good, and moved on. That's as opposed to creating a cohesive rendering pipeline that deduplicates effort and accomplishes the same. On top of that, and most importantly, I doubt they allotted time to refactor and optimize, or... they allotted it after release. If you thrash Unity's APIs hard enough, which in turn thrashes the underlying vulkan/DX level APIs, clever drivers aren't quite enough to keep the GPU loaded with useful work. There's probably a long tail of other stuff they need to profile and tweak to get a better balance of performance to visual quality, like changing the precision of shader calculations, tuning level of detail, and so on.