Recent content by cwjs

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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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    Game Engine Convergence And The Problem With UE5

    Hmm, if that's true game development might be a whole lot easier than I thought.
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    Game Engine Convergence And The Problem With UE5

    If it was that easy I don't think there'd be a market for middle ware like havok -- I don't know what (if anything) nintendo altered but a physics engine is not a pristine set of physical rules that applies equally to any kind of content or situation.
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    Digital Foundry Article Technical Discussion [2024]

    I suspect on fixed hardware this is more of an academic point than a practical one, you can schedule around whatever tiny infefficiency you encounter here, it’s unlikely to be a bottleneck in a real production. On pc any wrinkle like this much bigger challenge due to the variety of hardware...
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    Digital Foundry Article Technical Discussion [2023]

    Ubisoft's art team (and budget, surely) is a lot better than the team at ark, at a certain point any AAA game with up-to-date tech is going to look 100x more interesting, complex, layered, etc, than these early ue games.
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    Comparative consideration of DirectX 12 in games *spawn

    This is not what's being said here. They're discussing significant overhead to pipeline binding, which brings challenges and could certainly cause a game to run slower, but is absolutely not the same as the api not providing options to reduce cpu overhead.
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