maabus1999
Member
So you are comparing texture quality based off of low res GIFs..... Unbelievable.
Wasn't comparing the GIFs directly. Please. I just said I don't see where he is going to use over 4 to 5 GB of textures is all.
So you are comparing texture quality based off of low res GIFs..... Unbelievable.
So we have a new dev-type - the casual-dev?
You can call it "casual". I would say that efficient is more applicable.So we have a new dev-type - the casual-dev?
yeah but his point is he doesnt NEED to waste time optimizing that stuff
just dump every texture and audio file into ram up front and be done with it. why waste time optimizing if you don't need to?
But manual optimization is a waste of time if you can reach your goals on a platform without doing it. There are no two ways about it. The only reason to do it would be personal satisfaction.Because that's what optimizing is all about... and saying that optimizing is wasting time because we have ram for cheap is the reason why (almost) every game needs ridiculous specs to play with some visual fidelity.
Wasn't comparing the GIFs directly. Please. I just said I don't see where he is going to use over 4 to 5 GB of textures is all.
Because that's what optimizing is all about... and saying that optimizing is wasting time because we have ram for cheap is the reason why (almost) every game needs ridiculous specs to play with some visual fidelity.
Because I assume that texture size needs to be passed to the gpu, and that RAM is not as big and cheap as DDR3.
Also, why using compression when we have terabytes. Let every game be 30-50 Gb, who cares?
http://en.wikipedia.org/wiki/.kkrieger
Because that's what optimizing is all about... and saying that optimizing is wasting time because we have ram for cheap is the reason why (almost) every game needs ridiculous specs to play with some visual fidelity.
Because I assume that texture size needs to be passed to the gpu, and that RAM is not as big and cheap as DDR3.
Also, why using compression when we have terabytes. Let every game be 30-50 Gb, who cares?
http://en.wikipedia.org/wiki/.kkrieger
You can call it "casual". I would say that efficient is more applicable.
Personally, I love "to the metal" optimization. But that doesn't prevent me from admitting that making it superfluous is a good thing.
Still, bragging about filling ram is like bragging I can fill a pot up with water from my sink.
Because that's what optimizing is all about... and saying that optimizing is wasting time because we have ram for cheap is the reason why (almost) every game needs ridiculous specs to play with some visual fidelity.
Because I assume that texture size needs to be passed to the gpu, and that RAM is not as big and cheap as DDR3.
Also, why using compression when we have terabytes. Let every game be 30-50 Gb, who cares?
http://en.wikipedia.org/wiki/.kkrieger
Still, bragging about filling ram is like bragging I can fill a pot up with water from my sink.
LOLSorry to single you out, but you were just the most recent of a ludicrous batch of posts.Blow is as low level as an indie guy gets, and kind of has been for a decade or so. Here's a sample bibliography; saying that he doesn't have a grasp on these issues is just weird, and shows a serious misunderstanding of his position.
Optimization will be necessary as the generation moves along, but for now, let them go a little nuts with the vastly improved RAM overhead. It means we'll see more games sooner. True system optimization will come. IMHO.I see Blow went to the Crytek school for optimization.
Fuck it. If the systems have that much memory let developers go crazy.
I missed this the first time around, really puts things into perspective.Blow is as low level as an indie guy gets, and kind of has been for a decade or so. Here's a sample bibliography; saying that he doesn't have a grasp on these issues is just weird, and shows a serious misunderstanding of his position.
Heh.If only there was a super ubiquitous and universally accepted to the point of cliche programming catchphrase that dealt with this exact issue
Expect long load times.
5Gb is going to take about 1 minute to fill up from a HDD.
Maybe just one large initial load time
He was just answering a question about RAM and used his game as an example. Is that bragging?
Yes but the dev in the OP was saying that he basically wants the whole world to load in memory per level.
So your going to have a least a 1 minute wait between levels if they don't implement streaming.
Yeah but clearly Can Crusher has spent some quality time with a recent build. Why else would he make the posts he did?The only one that exits is that Penny Arcade Expo many years ago I think? Heard a lot about "mazes" you had to solve and that was about it, but that was years ago and obviously unfinished.
Not sure what he is shooting for either. A new Myst?
Yes, he is bragging about it. Why else mention it's an indie game, and a small team.. like it was a great feat to fill up all that RAM.
Also, 8gb is the max ram most people have these days.. sure you can put 16gb in, but 8gb by far is the amount most people will need... even with how cheap RAM is.
Not to count the poor saps with 32bit Windows.
NervousXtian
I'm an idiot
Let me put this right here:
Yes, he is bragging about it. Why else mention it's an indie game, and a small team.. like it was a great feat to fill up all that RAM.
Also, 8gb is the max ram most people have these days.. sure you can put 16gb in, but 8gb by far is the amount most people will need... even with how cheap RAM is.
Not to count the poor saps with 32bit Windows.
I think the point of mentioning that it's an 'indie game' is to tease apart the idea than an AAA budget means more money = more resource use. Say you have a game chock-full of voice acting, FMVs, etc etc vs a abstract procedurally generated game with a large open player environment. The latter might push the system harder or need certain resources in greater abundance yet have only cost a fraction of former.
Levels? Isn't this open world.
Even if they were levels. Isn't it possible to load several maps in a string reducing wait time, as long as you have the random access memory to do so?
So we have a new dev-type - the casual-dev?
You asshole.I once wrote half a dozen lines of code that used all of the RAM on the system. Back in the olden days I used to run that code whenever I needed to get a little more time to complete my lab assignments, since nobody could compile if the mainframe was down because some jerk got malloc happy in an infinte loop.
When he's taking up all of the RAM with such a few lines of code then he can brag.
I think the point of mentioning that it's an 'indie game' is to tease apart the idea than an AAA budget means more money = more resource use. Say you have a game chock-full of voice acting, FMVs, etc etc vs a abstract procedurally generated game with a large open player environment. The latter might push the system harder or need certain resources in greater abundance yet have only cost a fraction of former.
I wonder how many here would like their employer to expect an individual to produce the same output as a dozen or more.Nothing casual about small or solo developers who have limited person-hours to commit to development. If the PS4's specs let them use the hardware "inefficiently" to get I the development of the game done in an efficient matter, what's the problem? This is a case where "unoptimized" doesn't mean bad performance or bugs, it just means that a large amount of time wasn't spent on something that wasn't necessary in the first place.
that's essentially what I said.no, what he is saying is that in next gen consoles, you can make your game with less time spent on optimizing technical aspects of game engine, and more time spent on optimizing the gameplay.
It is really not that hard to understand. Same budget on PS4/XO vs PS3/360 = prettier and better game.
This game does not need 5gb of RAM.
Nothing casual about small or solo developers who have limited person-hours to commit to development. If the PS4's specs let them use the hardware "inefficiently" to get I the development of the game done in an efficient matter, what's the problem? This is a case where "unoptimized" doesn't mean bad performance or bugs, it just means that a large amount of time wasn't spent on something that wasn't necessary in the first place.
To show even an small production can use a lot of ram? There's some misconception that if games aren't AAA productions they don't need resources.
I guess his argument is that since they went DDR3 they should have all the way and put even more RAM seeing that the OS uses 3GB. More RAM is always better, even if most people these days don't use it.
Dear armchair developer gaf. Thank you for this thread.
LMAO
This game does not need 5gb of RAM.
I fully understand all the hate around the Xbox One and I share a lot of it, but I honestly feel that he makes these comments to stir up the fanboys and keep his game in the light.
this is e3 day hold onto your butts it's only getting worse from here.So... he says something smart, thoughtful and gets backslashed, seriously?
I have read over 1000 articles on Digital Foundry and I say Jonathan Blow just isn't coding enough optimizations to the metal. Does he think the PS4 is gonna have a cloud add-on or something? Look how well that worked out for the 32X.
Games are starting to require 4 at minimum now so it kinda is.
op·ti·mize
- Make the best or most effective use of (a situation, opportunity, or resource).
- Rearrange or rewrite (data) to improve efficiency of retrieval or processing.
If a developer has an idea for a game world that is huge with high poly models and high resolution textures that needs 2GB RAM but the RAM is limited to about 512MB, the developer will have to Make the best or most effective use of (resource = RAM) by Rearrange or rewrite (data) to improve efficiency of retrieval or processing. Which mean reduced the polygon count, texture resolution and make use of streaming assets to make the game fit in the 512MB of RAM.
If the developer has 4GB of RAM at his disposal, he does not need to Rearrange or rewrite (data) to improve efficiency of retrieval or processing, because he has enough RAM to achieve his idea without sacrificing polygon count, texture resolution or even resorting to asset streaming. The game is however not not optimized because it is making use of the RAM available.
Optimizing in this situation does not mean a better game, it means making effective use of your limited resources to achieve your goal even if you have to cut a few things out of the game to make it fit into 512MB RAM or end up far short of your original grand idea.
Optimize does not mean good game and Not Optimized does not mean bad game because they change based on the scope of the individual game and how limited resources are. A game like Tetris does not need optimizing on a PS3 512MB RAM while a game like Uncharted need optimizing to make it work on PS3.
idk if this makes any sense.
You don't need to code to the metal. That is the point here.
its for everyone.
Lets put it down to this:
Budget for small game: 50000 hours
(invented the number)
Budget allocation:
PS3: 10000 hours on game engine
PS4: 3000 hours on game engine
= +7000 hours spent on graphics, gameplay, testing, etc, etc.
So it does not matter if it is for small or big, it allows for less budget being spent on game engine.
You don't need to code to the metal. That is the point here.
You don't need to code to the metal. That is the point here.