Open source community figures out problems with performance in Starfield (www.destructoid.com)
from ylai@lemmy.ml to starfield@lemmy.zip on 12 Sep 2023 07:31
https://lemmy.ml/post/4795163

#starfield

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FuglyDuck@lemmy.world on 12 Sep 2023 08:24 next collapse

I’m guessing having… more than a thousand people work on it for over a decade… probably… didn’t really help matters. just a guess.

emptyother@programming.dev on 12 Sep 2023 10:29 next collapse

Probably a lot fewer that works on the actual engine. And of them, none of them might be a DirectX 12 expert. Thats just what happens in real life sometimes.

Meanwhile there will probably be quite a few DirectX12 experts who play games as hobby, and have the know-how and a few hours to look at the problem.

dylanTheDeveloper@lemmy.world on 13 Sep 2023 15:45 collapse

Look I was taught and told that optimisation should be done at the end of development because if you refracter code to optimise it then there’s a chance that breaks something else and after continuing development the code you ‘optimised’ will end up being refractored again anyway (and probably end up less optimised).

8ender@lemmy.world on 12 Sep 2023 13:29 collapse

Article wildly exaggerates what the developer found here. Follow the link to the actual pull request. Couple percent improvement at best.