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Matt Purchase

@marshian the amount of model rips I’ve seen from stuff like Elden Ring or Hunt: Showdown with what is clearly non optimised assets (rendering all the detail beneath clothing, etc) I’m not really surprised.

Digital downloads, live service, larger memory budgets and disk space have significantly reduced the practice of optimising.

2 comments
Onikaze

@anchorite @marshian I think about that a lot too and I imagine the convoluted pipeline that isn’t optimized for “best perf” vs other metrics like a ceo promise of release and it starts to make some sense

Chris Marsh

@anchorite surprisingly, that post was inspired by git rebasing a few commits of a few lines of code and taking several seconds to do it. I think more than just games could try their hand at optimizing now and then.

Though I probably agree I would quibble with you about what things are "clearly" not optimized, it's hard to know that sort of thing without knowing their constraints. I just have a vague sense that hashing a few kb on a modern pc should take well under a second.

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