Feyter

joined 2 years ago
MODERATOR OF
[–] [email protected] 1 points 2 years ago (1 children)

I'm a little bit confused? What would Vulkan have to do with the CPU? Isn't the GPU the important part here?

[–] [email protected] 2 points 2 years ago

Having some being worse makes yourself good... Because we are living in a binary world 😉

[–] [email protected] 1 points 2 years ago

Because all my statements about split screen are actually just coming from general knowledge about game development and working on a network multiplayer game and assuming what would not be needed in local co-op I actually did some research about this topic now to make sure I didn't had false assumptions here.

This video here shows one Implementation of split screen https://youtu.be/tkBgYD0R8R4 of course this could be implemented differently by larian studios but I'm pretty sure the basic principle stays the same.

And the basic principle is not running the game two times. It's running two Views at the same time in the same world. So obviously there is no need to have everything twice in memory. So right now I don't see anything about what I said about split screen being proven wrong.

Of course there will be more load on the hardware for two players split screen but it's not the game running two times.

No questions that the a slower RAM compared to X or PS5 is causing bottleneck on the series S, never denied this, but this bottlenecks will go down in FPS performance and all of this can be worked around by developers by "optimising" the game. At which point this optimisation is seen as reduction in quality is up to debate. That's what I want to say.

[–] [email protected] 4 points 2 years ago

That's a good question and obviously the answer is "it depends".

The main point we need to clarify here is what are you trying to prevent? If you want to prevent the player from accessing inventory or levels that should be unlocked later in the game and the game is Singleplayer not competitive in any way... Maybe keep your game open to be modified? I think people can decide on their own how they want to play those games. See legendary Atari code for example. However encrypting config files that hold those data should be enough for such cases if you really want to prevent the player from doing this.

If you want something like additional skins or bonus levels that can be unlocked for money encrypting files that control this in you game could be a start. But like you already said everything that is shipped to the user can be cracked and decompiled. So if you take this really serious you should maybe come up with a Server System that hold the information about what a player has unlocked and what not. But this would be quiet some work with running server cost etc. so unless you try to do the next Fortnite or Fallguys this is maybe overkill.

Last of all if you worried about cheating in multiplayer like one player editing it's healthy or position than encryption should not be the way to go instead you should definitely implemented a client server structur in which the server hold all the critical information about all clients and client are more or less "just" taking input from the player and sending it to the server.

[–] [email protected] 1 points 2 years ago

Didn't want to be offensive sorry if you felt that way.

I think I made my point clear. Maybe I'm wrong about some details about split screen maybe we talking all about the same stuff but misunderstanding each other IDK. But again my main point is a different.

[–] [email protected] 2 points 2 years ago (3 children)

Did I at some point say that I'm the most advanced expert?

I just pointed out that many of the statements in the article don't make sense from a logical point of view. Split screen with this game on the S will be possible, I'm sure it will, but that requires additional work to do regardless of what the reasoning behind this is.

Now I just reading pointless sh*t Talk while I was trying to hold a technical conversation... But yes thank you all.

[–] [email protected] 1 points 2 years ago* (last edited 2 years ago) (7 children)

Loading in memory and rendering are different things. Of course it needs to be rendered twice but also you cut resolution in half so rendered both screens is not that much more of work.

[–] [email protected] 5 points 2 years ago* (last edited 2 years ago) (9 children)

What could split screen bring that it will not work with the S memory? Because one object will not take up twice the space just because split screen. The texture of it will (hopefully) only loaded once for both screens.

What can change is the total amount of objects that are loaded into memory since the players can now be simultaneously on two different places.

So as a Developer you will need to find a way to get around this. Maybe by reducing the textures of the objects even more, so that you can load more of them in the same space. Or maybe by remove non essential object from the scene at all so that by default less object needed to be loaded. Also the screen is now half the size so maybe limit the field of view more to start loading in objects a little later.

What ever they decide to do, this will require additional steps that are only needed because MS want's the game to be optimised for the series S.

From a Developer perspective I could understand if they maybe decide to ditch the Xbox release completely because of this additional workload needed.

Plus: if removing background objects from the scene in order to save memory is something that needs to be consistent on both S and X version because of MS policy, you will get "less graphics" on the X then what would be possible, just because the S exist... What completely undermines the complete existence of the X.

And of course non of this is just because split screen. This will most likely be true for every game on Xbox. It's just that for most games it's enough to cut resolution down for the S and leave the rest as it is.

[–] [email protected] 2 points 2 years ago (1 children)

Why would you load a texture twice in memory? Especially if it's for the exact same object? It only needs to be rendered twice the texture stays the same and therefore only need to be stored once in ram...

[–] [email protected] 25 points 2 years ago (17 children)

Don't want to sound arrogant, but most people here (including OP and the writers of the article) don't seam to know much about video game development.

Because statements like "... Isn't about graphics or frame rate; it's memory" don't make sense at all.

Because if you fast memory is to small you would either more often read from a slower memory which results in less frame rate or you would need to make the stuff that fill up your memory (most often textures) smaller (lower resolution) which "reduces graphics"

The article says something more business politics related: "Microsoft requires all games to run, feature-complete and without changes in quality or mechanics" on both Versions S and X. I'm not really believe this to be true because this would make the existence of more powerful X version completely pointless. However what I think can be the case is that Microsoft QA is forcing the studio to adapt the game for the series S before it could be published. This needs time. Since there is no low spec version for the PS5 there is no need for additional adaptations.

[–] [email protected] 3 points 2 years ago (1 children)

Exactly. ChatGPT is just the most prominent service using a LLM. Would be less concerned about the hype if all the free training data from thousand of users would go back into an open system.

Maybe AI is not stealing our jobs but if you get depending on it in order to keep doing your job competitive, it would be good if this is not controlled by a single company...

[–] [email protected] 20 points 2 years ago (3 children)

Did we mentioned that it is closed source proprietary service controlled by only one company that can dictate the terms of it's usage?

view more: ‹ prev next ›