F5F Stay Refreshed Software PC Gaming Developers have overlooked the concept of optimization, they simply don't pay attention.

Developers have overlooked the concept of optimization, they simply don't pay attention.

Developers have overlooked the concept of optimization, they simply don't pay attention.

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Fijiboys777
Member
196
01-27-2017, 11:22 PM
#21
I favor consistent and fluid gameplay over poor FPS drops and delays.
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Fijiboys777
01-27-2017, 11:22 PM #21

I favor consistent and fluid gameplay over poor FPS drops and delays.

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MrCringles
Member
154
01-28-2017, 12:17 AM
#22
And it’s clear to most people, but for a significant portion of games—particularly those with heavy data streaming like open world titles—it’s challenging to maintain a smooth and stable performance. That’s why developers usually aim for around 30 frames per second on console open world games, as it allows more time to handle data smoothly rather than trying to manage streaming directly. This approach is especially common in titles such as GTA V and Watch Dogs 2.
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MrCringles
01-28-2017, 12:17 AM #22

And it’s clear to most people, but for a significant portion of games—particularly those with heavy data streaming like open world titles—it’s challenging to maintain a smooth and stable performance. That’s why developers usually aim for around 30 frames per second on console open world games, as it allows more time to handle data smoothly rather than trying to manage streaming directly. This approach is especially common in titles such as GTA V and Watch Dogs 2.

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emmylee33
Senior Member
710
02-05-2017, 02:47 PM
#23
Consoles are straightforward to fine-tune since they have just two configurations with settings that minimally affect performance. PCs, on the other hand, are complicated due to the vast number of possible combinations. Optimization isn't just about hardware—it also involves adjustments through the operating system. Developers consistently aim for the default setting because that's what they're familiar with. They don't realize the specific changes you made on your machine.

However, when directly addressing concerns, tuning the game specifically for the console is key, as consoles primarily run the game itself. Running multiple apps or a web browser with active content can waste time and disrupt gameplay. These systems are not straightforward to interface with via APIs. I haven't encountered much discussion in graphics development circles about choosing between DX11 and DX12, except for ray tracing. Generally, unless you're targeting performance limits, stick with DX11.

Sources:
https://www.gamedev.net/forums/topic/680...rge-scale/
https://stackoverflow.com/questions/3398...g-11-vs-12
https://www.reddit.com/r/gamedev/comment...ectx11_or/

The main point is that, aside from ray tracing, DX12 and DX11 offer similar graphical capabilities. The only notable difference lies in the programming approach, though Vulkan remains consistent. DX12 or Vulkan are typically recommended only when you hit a performance ceiling and GPU compilation on the CPU becomes an issue.

Just Cause 4 also struggles on consoles:
https://www.metacritic.com/game/playstat...er-reviews

Fallout 76 is likely similarly problematic, though it lacks clear answers about Bethesda's development practices. The overall handling of the game has been criticized.

BF5 is a CPU-intensive title, which doesn't automatically indicate poor optimization. There are many factors at play during multiplayer sessions.

It's worth noting that using an AMD GPU can be less favorable for DX11 titles, as AMD historically has faced challenges with multithreaded rendering. NVIDIA improved support over time, but AMD still processes API calls sequentially. Running at ultra settings is generally not recommended, as it doesn't significantly boost image quality and may drain system resources.

Developers often reuse engines they've created previously, which can limit innovation. For example, Battlefield V uses Frostbite 3, released five years prior, while Unreal Engine 4 is only about five years old. This raises concerns about whether newer engines are being developed or if older ones should be trusted.

Additionally, I'm uncertain about the implications of id Tech 7 compared to id Tech 6, as the latter has already evolved beyond that point. A direct comparison would be necessary to understand its potential impact.
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emmylee33
02-05-2017, 02:47 PM #23

Consoles are straightforward to fine-tune since they have just two configurations with settings that minimally affect performance. PCs, on the other hand, are complicated due to the vast number of possible combinations. Optimization isn't just about hardware—it also involves adjustments through the operating system. Developers consistently aim for the default setting because that's what they're familiar with. They don't realize the specific changes you made on your machine.

However, when directly addressing concerns, tuning the game specifically for the console is key, as consoles primarily run the game itself. Running multiple apps or a web browser with active content can waste time and disrupt gameplay. These systems are not straightforward to interface with via APIs. I haven't encountered much discussion in graphics development circles about choosing between DX11 and DX12, except for ray tracing. Generally, unless you're targeting performance limits, stick with DX11.

Sources:
https://www.gamedev.net/forums/topic/680...rge-scale/
https://stackoverflow.com/questions/3398...g-11-vs-12
https://www.reddit.com/r/gamedev/comment...ectx11_or/

The main point is that, aside from ray tracing, DX12 and DX11 offer similar graphical capabilities. The only notable difference lies in the programming approach, though Vulkan remains consistent. DX12 or Vulkan are typically recommended only when you hit a performance ceiling and GPU compilation on the CPU becomes an issue.

Just Cause 4 also struggles on consoles:
https://www.metacritic.com/game/playstat...er-reviews

Fallout 76 is likely similarly problematic, though it lacks clear answers about Bethesda's development practices. The overall handling of the game has been criticized.

BF5 is a CPU-intensive title, which doesn't automatically indicate poor optimization. There are many factors at play during multiplayer sessions.

It's worth noting that using an AMD GPU can be less favorable for DX11 titles, as AMD historically has faced challenges with multithreaded rendering. NVIDIA improved support over time, but AMD still processes API calls sequentially. Running at ultra settings is generally not recommended, as it doesn't significantly boost image quality and may drain system resources.

Developers often reuse engines they've created previously, which can limit innovation. For example, Battlefield V uses Frostbite 3, released five years prior, while Unreal Engine 4 is only about five years old. This raises concerns about whether newer engines are being developed or if older ones should be trusted.

Additionally, I'm uncertain about the implications of id Tech 7 compared to id Tech 6, as the latter has already evolved beyond that point. A direct comparison would be necessary to understand its potential impact.

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Stan43401
Junior Member
34
02-05-2017, 05:21 PM
#24
just missed the 3kliksphillip holy video at the top of this cake
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Stan43401
02-05-2017, 05:21 PM #24

just missed the 3kliksphillip holy video at the top of this cake

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YohoZombie
Junior Member
10
02-06-2017, 06:48 PM
#25
Don't worry, a gamer from around the mid-2000s shares how terrible console ports used to be.
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YohoZombie
02-06-2017, 06:48 PM #25

Don't worry, a gamer from around the mid-2000s shares how terrible console ports used to be.

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