Lalalandia
Member
Was Durante's post directed towards mine? I cannot find it anywhere.
Regardless, I am not going to lecture someone who is more knowledgable than I on draw calls. He has a point about there not being post processing in the images. If there was AO alone I think fewer peeps would be upset though. Gamebryo has never had AO though has it? I can understand why they would stick with the Creation (gamebryo 3.0ish) Engine though. Their world state saving system alone would be a nightmare to completely redo in another engine. My eyes bleed just thinking about the massive amount of work that has gone into how they keep their worlds so dynamic. Redoing all of that, man, no thanks.
BTW, my knowledge comes from optimizing 3d games for android and IOS where the draw call caps are at roughly 70 - 100 calls perform performance tanks. Its a pain in the ass, thankfully our next game is for the ps4.
His response was to another QFTing of yours so it was tangentially related.
To be clear I recognise that draw calls are an obstacle for certain 3D tasks (particularly on PC) and I didn't intend to belittle your knowledge but I would question how much of the Gamebryo jank is down to draw calls alone. The engine seems very inefficient in a lot of different areas such as memory from the odd sector loading thing to the engine recording the location of literally every object in the game world (which is why Skyrim PS3 was such a joke in the end game).
I'm not sure if Fallout or Skyrim games have had native AO or if I just remember enabling it via the control panel for my card at the time.