Recent content by cwjs

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    Current Generation Games Analysis Technical Discussion [2024] [XBSX|S, PS5, PC]

    Not to belabor the point even further, but: I think this idea is somewhat interesting but you're doing a disservice to it by treating the very clear division between "some part of the gameplay loop waits n frames between updates, or is synchronized by another system at a lower refresh rate" and...
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    Current Generation Games Analysis Technical Discussion [2024] [XBSX|S, PS5, PC]

    If you process input, run physics and collision tests, update the camera matrix based on input or gameplay simulation, dispatch a new render frame with that matrix at the same rate you do frame generation (which nobody has done so far, and sounds kinda absurd at first blush, but maybe could be...
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    Current Generation Games Analysis Technical Discussion [2024] [XBSX|S, PS5, PC]

    Absolutely not correct. The game isn't broadcasting an update 20 times a second and then spending the other frames linerarly interpolating between those values. Certain key events -- enemy player position, projectile hit resolution, and other multiplayer constants are broadcast at 20 times a...
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    Current Generation Games Analysis Technical Discussion [2024] [XBSX|S, PS5, PC]

    I think you're making it more complicated than it is -- "framerate" has always been how often we game state and draw a new frame. At minimum that means updating the camera matrix, although for almost any 3d game it also means updating player position if nothing else. If certain elements in the...
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    Current Generation Games Analysis Technical Discussion [2024] [XBSX|S, PS5, PC]

    Server tick rate and gameplay logic update rate are related, but not the same. The server resolves state from (data received from) each client at the tick rate, the clients update at a much higher rate.
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    Digital Foundry Article Technical Discussion [2024]

    DX12 (along with hlsl, dxc, and all of the rest of the ms rendering development stack) is updated all the time -- the fact that you see changelogs all the time for steam and never for developer APIs is because you play games on steam, but don't develop software.
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    Or, you know, use box/sphere/capsule collision primitives for high traffic stuff like every other game has for decades.
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    I don't misunderstand you -- why do you expect this to significantly improve your frame time?
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    This is a nonsense methodology. The goal of the geometry rendering pipeline in either alan wake or ue5 is to render a lot of triangles on screen in a small number of milliseconds. Nanite renders vastly more triangles at a similar speed, it makes no sense to compare some settings based delta...
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    Digital Foundry Article Technical Discussion [2024]

    Id wager money on “lots of raycasts” and “designer driven callback/event hell” — the ai behavior is very cool, very expressive, very reactive, and very unlikely to be architected well.
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    Digital Foundry Article Technical Discussion [2024]

    I get the disappointment, and I'm sure it's possible to get a game like dd2 running at 60fps, but if games with actually interesting and novel ai, enemy behaviors, environmental interactions, etc, are going to be cpu bound I give them a pass. It's easy to make a game with fairly simplistic...
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    Digital Foundry Article Technical Discussion [2024]

    Really impressive. The cuts to geo are a hard to see for the open outdoor environments but the town scenes look great.
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    Digital Foundry Article Technical Discussion [2024]

    it gets you 4ms at 30fps and 2ms at 60fps? Especially without VRR, 10% is a lot. An entire 2ms of cushion to keep a locked 60fps target is great, you can get a lot done in 2ms.
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    Digital Foundry Article Technical Discussion [2024]

    Not a necessary seeming remaster to me, the first game looks quite a bit better overall. Seems like they hit their locked target fps on all three platforms though.
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    Game Engine Convergence And The Problem With UE5

    Not a matter of can't, just don't, since different games' needs vary and a more general solution might not best fit your game's specific needs. Physics engines run on simplified versions of the world and do a limited number of specific comparisons in order to achieve the effect of a complete...
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