• ono@lemmy.ca
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    1 year ago

    That’s not a fair comparison.

    I think it is. Note that I wrote 30km/h, not 200km/h. (In case you’re American, 30km/h is about 18mph.)

    The Last of Us Part 1 is another example. We know it should run better on our hardware (at least with low-graphics settings) because we have already seen the original game run far better on less capable hardware. Yet this one fails to do so even at the lowest possible settings.

    Even Baldur’s Gate 3, despite being otherwise wonderful, has some glaring hit-and-miss performance issues (think 8 fps at 1080p) that show up on hardware that can handle similar games easily. You don’t need to be a software engineer to compare it to Divinity: Original Sin 2, adjust for a few years of hardware inflation, and have a rough idea of how it should perform at moderate-to-low settings.

    I see people upset because the car isn’t a masarati,

    I don’t doubt that those people exist, but I believe they are outliers. Most of the complaints I see about underperforming games in the past year or so are from people with very reasonable expectations. If most of the gripes you’ve seen are from teeth-blaming Masarati-entitled loudmouths, I suspect it has more to do with the forums you frequent than anything else.

    • millie@beehaw.org
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      1 year ago

      I mean, you kinda do, though. You have no idea what’s going on under the hood in Divinity versus Baldur’s Gate. Even if the graphics are similar and the UI looks the same, there could well be much more complex systems involved. Given that they’ve developed a faithful and fairly wide-ranging representation of D&D 5e, I’m willing to bet that ended up being a lot more involved than their own proprietary system.

      • ono@lemmy.ca
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        1 year ago

        Given that they’ve developed a faithful and fairly wide-ranging representation of D&D 5e, I’m willing to bet that ended up being a lot more involved than their own proprietary system.

        That game was just one example, but since you seem interested in singling it out:

        Turn-based game rules cannot explain the awful graphics performance that game has, even at idle, on some systems. (Not even D&D 5e, which I happen to know in detail.)

        Graphics engine enhancements might explain it, but in that case, the developers should have included options to disable those enhancements.

        I haven’t reverse engineered the code, but some of the behaviors I’ve seen in that game smell strongly of decisions/mistakes that I would expect from a game that was rushed, such as lack of occlusion culling. Others smell like mistakes that are common among programmers who haven’t yet learned how to use the graphics APIs efficiently, such as rapid-fire operations that should instead be batched. Still others could be explained by poor texture and/or model scaling techniques. As a software engineer, the bad performance in this particular game looks like it could come from a combination of several different factors. None of them are new in this field. All of them can usually be avoided or mitigated.

        In any case, the point is that none of that analysis matters for the sake of this discussion, because a community with experience using products doesn’t have to be experienced in building them in order to notice when something is wrong. It’s not fair to categorically dismiss their criticism.

        (Thankfully, the Baldur’s Gate 3 developers haven’t dismissed it. Instead, they are working on improving it. Better late than never.)

    • BorgDrone@lemmy.one
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      1 year ago

      The Last of Us Part 1 is another example. We know it should run better on our hardware (…) because we have already seen the original game run far better on less capable hardware.

      You cannot directly compare PC specs with those of a console. TLoU was made by Naughty Dog who are well known for squeezing absurd amounts or performance out of console hardware. The way to do this by leveraging a platforms specific strong points. The engine is very likely designed around the strengths of the console’s hardware.

      PCs have a different architecture from consoles, with different trade-offs. For example: PCs are designed to be modular. You can replace graphics cards, processors, RAM, etc. This comes at a cost. One such cost is that a PC GPU has to have it’s own discrete RAM. There is a performance penalty to this. On a console things can be much more tightly integrated. I/O on a PS5 is a good example. It’s not just a fast SSD, it’s also a storage controller with more priority levels, it’s also a storage controller that interfaces directly with the GPU cache, etc.

      • ono@lemmy.ca
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        1 year ago

        Sigh… You conveniently deleted important parts of my comment, such as “at least with low-graphics settings” and “adjust for a few years of hardware inflation”, and completely ignored the fact that I am talking about cases of abnormally bad performance compared to entire categories of games. The straw man you’re arguing against is not what I wrote.