That explains why the games are rubbish, technically.Naughty Dog has somewhere around 300 people last I checked. Must be a lot of MBA's and unskilled workers over there.
Games teams are so huge because of art teams. From what I watch from GNOMON presentation or masterclass of Christophe Balestra in Paris, some of Naughty Dog artist are very versatile and some of the technical artists have artistic skills and programming skills like Anton Maximov. And another things it seems is Naught Dog and Ready at Dawn have a very good relation. Yibing Yang worked at liltle at Ready at Dawn as an environment shading artist. At least one naughty dog developer worked there a little when they were doing Daxter on PSP.
During an IGDA event in 2007 in Paris, Christophe Balestra explained than they like programmer who have a strong skill in one speciality but are versatile and can help out of their speciality. The only problem was the custom physics engine they were using because it was so complicated few developers were able to work on it. It is probably one of the reason, they choose to use Havok instead. I heard many good things about havok physics engine. In 2007, they were outsourcing but not so much maybe it is the reason they have so much people now.
I am not in the industry but I speak online with some artist and I know one indie game designer and some people doing outsourcing work in videogames. I work in financial software industry....
You need people
Not suck, but I am of the opinion that if your body of work can be improved by outsiders in short order, then perhaps your body of work was pretty sub par. Devs aren't lazy, they do the best they can with the resources and time they have, but that doesn't mean their work is always top notch. Think of it this way, if a third party was contracted to port a game from PS4 to X1, and the X1 version was better than the source material, would that not seem ass backwards to you?
One of my main functions is to deal with the performance of my game, but I'm also juggling bugs and feature work for multiple platforms. So for 2-3 years I'm only looking at one product. When I encounter a performance issue I'll learn the quirks of the hardware behind it as best as I can, fix it, and move onto the next thing.
One of Xbox ATG's main functions is to assist developers with performance. They see all kinds of things, in all kinds of engines. They have a lot larger list of what to look for and a lot better concept of how related or competing titles perform, because a) they dig into or hear about most performance related fixes across all titles on the console and b) they have a much more narrow focus on performance as a group.
It's not that the work is subpar or the developers are less skilled, at least not across the board. The active principle here is that someone who has significant experience doing a specific thing will be better at that specific thing that someone with more general experience divided across more areas.
It's nowhere near as bad as that. Support and bugs can be an issue, but it's one codebase, one API, one executable, one set of tools for all PCs. Each different platform brings in a need for new code, new APIs, new specific quirks.People forget multiplatform development is hard. I often heard too some stupid things like PC power means doing a PC version is easy. Doing a PC version is already like doing a multiple console version because of the different version of PC...
It's nowhere near as bad as that. Support and bugs can be an issue, but it's one codebase, one API, one executable, one set of tools for all PCs. Each different platform brings in a need for new code, new APIs, new specific quirks.
PC games need to optimize to driver behavior. And then the other way, drivers adapt to game.It's nowhere near as bad as that. Support and bugs can be an issue, but it's one codebase, one API, one executable, one set of tools for all PCs. Each different platform brings in a need for new code, new APIs, new specific quirks.
http://www.eurogamer.net/articles/d...s-it-take-to-run-arkham-knight-smoothly-on-pc
Another DF article about perfomance of Batman on PC
There have been many PC releases with both DX9 and DX10/11 code paths. DX10 GPUs can be supported through DX11 API, but compute shaders do not work, so you need lots of alternative (pixel shader) code paths to emulate modern console code in DX10. Releasing both 32 bit and 64 bit executables has also been quite common, since some customers have bought 32 bit versions of Windows Vista, Windows 7 and Windows 8 (and it seems that Windows 10 will still continue to sport a 32 bit version). A few developers have also shipped different executables for SSE(3) and AVX. AVX support is still too limited in order to drop SSE support.It's nowhere near as bad as that. Support and bugs can be an issue, but it's one codebase, one API, one executable, one set of tools for all PCs. Each different platform brings in a need for new code, new APIs, new specific quirks.
With 810 vertical lines in play we're looking at a resolution ranging from 1920x810 to 832x810. However, in b-roll distributed during E3, minimum resolution observed comes in at 1152x810 - not exactly wonderful but presumably more indicative of where the system is right now during gameplay.