Nowadays a game is only poorly optimized if it's literally unplayable or laggy, and you're forced to constantly upgrade your hardware with no discernible performance gain otherwise.
Not because the developers were lazy, but because newer GPUs were that much better.
If you think that the programmers are unmotivated (lazy) or incompetent; you’re wrong on both counts.
The amount of care and talent is unmatched in my professional career, and they are often working from incomplete (and changing) specifications towards a fixed deadline across multiple hardware targets.
The issue is that games have such high expectations that they didn’t have before.
There are very few “yearly titles” that allow you to nail down the software in a nicer way over time, its always a mad dash to get it done, on a huge 1000+ person project that has to be permanently playable from MAIN and where unit/integration tests would be completely useless the minute they were built.
The industry will end, but not because of “lazy devs”, its the ballooned expectations, stagnant revenue opportunity, increased team sizes and a pathological contingent of people using games as a (bad) political vehicle without regard for the fact that they will be laid off if they can’t eventually generate revenue.
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Finally, back in the early days of games, if the game didn’t work, you assumed you needed better hardware and you would put the work in fixing drivers and settings or even upgrading to something that worked. Now if it doesn’t work on something from before COVID the consensus is that it is not optimised enough. I’m not casting aspersions at the mindset, but it’s a different mentality.
I fully agree and I really admire people working on the industry. When I see great games which are unplayable in the low end because of stupidly high minimum hardware requirements, I understand game devs are simply responding to internal trends within the industry, and especially going for a practical outcome by using an established game engine (such as Unreal 5).
But at some time I hope this GPU crunch forces this same industry to allocate time and resources either at the engine or at the game level to truly optimize for a realistic low end.
I don’t think any company that has given up their internal engine could invest 7 years of effort without even having revenue from a game to show for it.
So the industry will likely rally around Unreal and Unity- and I think a handful of the major players will release their engines on license… but Unreal will eat them alive due to the investments in Dev UX (which is much-much higher than proprietary game engines IME). Otherwise the only engines that can really innovate are gated behind AAA publishers and their push for revenue (against investment for any other purpose).
All this to say, I’m sorry to disappoint you, its very unlikely.
Games will have to get smaller and have better revenues.
But maybe, just maybe, they could request Epic or Unity to optimize their engines better for the lower end.
Optimisation is almost universally about tradeoffs.
If you are a general engine, you can’t easily make those tradeoffs, and worse you have to build guardrails and tooling for many cases, slowing things down further.
The best we can hope for is even better profiling tools from Epic, but they’ve been doing that for the last couple of years since borderlands.
And a friend of mine still mostly plays the goddamn Ultima Online, the game that was released 28 years ago.
Your expectations of that game are set appropriately. Same with a lot of Indy games, the expectation can be that its in early access for a decade+. You would never accept that from, say, Ubisoft.
No T&L meant everything was culled, clipped, transformed and per-vertex divided (perspective, lighting) on CPU.
Then you have brute force approach. Voodoo 1/2/3 doesnt employ any obvious speedup tricks in its pipeline. Every single triangle pushed into it is going to get textured (bilinear filtering, per pixel divide), shaded (lighting, blending, FOG applied) and then in the last step the card finally checks Z-buffer to decide between writing all this computed data to buffer or simply throwing it away.
It took a while before GPU devs started implementing low-hanging fruit optimizations https://therealmjp.github.io/posts/to-earlyz-or-not-to-early...
Hierarchical-Z, Fast Z clearing, Compressed Z buffer, Compressed Textures, Tiled shading. It all got added slowly one step at a time in early 2000.
For awhile there you did have noticeable gameplay differences- those with GL quake could play better kind of thing.
Perhaps, but they also turned off Nanite, Lumen and virtual shadow maps. I'm not a UE5 hater but using its main features does currently come at a cost. I think these issues will eventually be fixed in newer versions and with better hardware, and at that point Nanite and VSM will become a no-brainer as they do solve real problems in game development.
20 fps is not fine. I would consider that unplayable.
I expect at least 60, ideally 120 or more, as that's where the diminishing returns really start to kick in.
I could tolerate as low as 30 fps on a game that did not require precise aiming or reaction times, which basically eliminates all shooters.
Or even before hitting the shelves, cue Trio3D and Mystique, but tha's another story.
DOOM and Battlefield 6 are praised for being surprisingly well optimized for the graphics they offer, and some people bought these games for that reason alone. But I guess in the good old days good optimization would be the norm, not the exception.
I don't think it has ever been the case that this year's AAA games play well on last year's video cards.
This is an insane thing to say.
> Game and engine devs simply don't bother anymore to optimize for the low end
All games carefully consider the total addressable market. You can build a low end game that runs great on total ass garbage onboard GPU. Suffice to say these gamers are not an audience that spend a lot of money on games.
It’s totally fine and good to build premium content that requires premium hardware.
It’s also good to run on low-end hardware to increase the TAM. But there are limits. Building a modern game and targeting a 486 is a wee bit silly.
If Nvidia gamer GPUs disappear and devs were forced to build games that are capable of running on shit ass hardware the net benefit to gamers would be very minimal.
What would actually benefit gamers is making good hardware available at an affordable price!
Everything about your comment screams “tall poppy syndrome”. </rant>
I don't think it's insane. In that hypothetical case, it would be a slightly painful experience for some people that the top end is a bit curtailed for a few years while game developers learn to target other cards, hopefully in some more portable way. But also feeling hard done by because your graphics hardware is stuck at 2025 levels for a bit is not that much of hardship really, is it? In fact, if more time is spent optimising for non-premium cards, perhaps the premium card that you already have will work better then the next upgrade would have.
It's not inconceivable that the overall result is a better computing ecosystem in the long run. The open source space in particular, where Nvidia has long been problematic. Or maybe it'll be a multi decade gaming winter, but unless gamers stop being willing to throw large amounts of money chasing the top end, someone will want that money even if Nvidia didn't.
> In fact, if more time is spent optimising for non-premium cards, perhaps the premium card that you already have will work better then the next upgrade would have.
Nah. The stone doesn’t have nearly that much blood to squeeze. And optimizations for ultralow-end may or may not have any benefit to high end. This isn’t like optimizing CPU instruction count that benefits everyone.
(The third would, of course, be redundant if you were actually developing for a period 486. But I digress.)
But solitare ran on a 486 and I don’t see what of the gameplay requires massive CPU.
But the buffer for a full HD screen fill most of the memory of a typical 486 computer I think
Would there be a huge drive towards debloating software to run again on random old computers people find in cupboards?
They'll just move to remote rendering you'll have to subscribe to. Computers will stagnate as they are, and all new improvements will be reserved for the cloud providers. All hail our gracious overlords "donating" their compute time to the unwashed masses.
Hopefully AMD and Intel would still try. But I fear they'd probably follow Nvidia's lead.
Game streaming works well for puzzle, story-esque games where latency isn't an issue.
GeForce NOW and Xbox Cloud are much more sensible projects to look at/evaluate than Stadia.
Any game that is requires high APM (Action Per Minute) will be horrible to play via streaming.
I feel as if I shouldn't really need to explain this on this site, because it should be blindingly obvious that this will always be an issue with any streamed games for the same reason you have a several seconds lag between what happening on a live sports event and what you see on the screen.
The economics of it also have issues, as now you have to run a bunch more datacenters full of GPUs, and with an inconsistent usage curve leaving a bunch of them being left idle at any given time. You'd have to charge a subscription to justify that, which the market would not accept.
Not that its good or bad tho but we could probably have something more akin to spot instances of gpu being given for gaming purposes.
I do see a lot of company are having GPU access costs per second/instant shutdown/restart I suppose but overall I agree
My brother recently came for the holidays and I played ps5 for the first time on his mac connected to his room 70-100 kms away and honestly, the biggest factor of latency was how far the wifi connection (which was his phone's carrier) and overall, it was a good enough experience but I only played mortal kombat for a few minutes :)
and I meant that I think that the ps5 can run far away and you can still connect to it from your laptop and even connect a controller to your laptop (as my brother did) to play with a controller which runs on a mac and then it uses the ps5 itself
All in all, I found it really cool for what its worth.
Wait, are you sure you don't have that backward? IIUC, you don't[] notice the difference between a 2K display and a 4K display until you get up to larger screen sizes (say 60+ inches give or take a dozen inches; I don't have exact numbers :) ) and with those the optimal viewing range is like 4-8 feet away (depending on the screen size).
Either that or am I missing something...
[]Generally, anyway. A 4K resolution should definitely be visible at 1-2 feet away as noticeably crisper, but only slightly.
I didn't use it for gaming though, and I've "downgraded" resolution to 2x 1440p (and much higher refresh rates) since then. But more pixels is great if you can afford it.
It's one thing to say you don't need higher resolution and fewer pixels works fine, but all the people in the comments acting like you can't see the difference makes me wonder if they've ever seen a 4K TV before.
For example, I have two 1920x1080 monitors, but one is 160 Hz and the other is only 60 Hz, and the difference is night and day between them.
I have a 77’ S95D and my 1080p Switch looked horrible. Try it also with a 1080p screen bigger than 27 inch.
Wow, what a load of bullshit. I bet you also think the human eye can't see more than 30 fps?
If you're sitting 15+ feet away from your screen, yeah, you can't tell the difference. But for most people, with their eyes only being 2-3 feet away from their monitor, the difference is absolutely noticeable.
> HDR and more ray tracing/path tracing, etc. are more sensible ways of pushing quality higher.
HDR is an absolute game-changer, for sure. Ray-tracing is as well, especially once you learn to notice the artifacts created by shortcuts required to get reflections in raster-based rendering. It's like bad kerning. Something you never noticed before will suddenly stick out like a sore thumb and will bother the hell out of you.
Alternatively, you play modern games with incredibly blurry AA solutions. Try looking at something older from when AA actually worked.
There are a huge number of onboard GPUs being left out of even minimum requirements for most recent games. I'm just saying that maybe this situation could led game devs to finally consider such devices as legitimate targets and thus make their games playable on such devices. This is by no means a pro-monopolistic take.
And anyone who knows just a tiny bit of history of nvidia would know how much investment they have put into gaming and the technology they pioneered.
And like, when have onboard GPUs ever been good? The fact that they're even feasible these days should be praised but you're imagining some past where devs left them behind.
If it does, I think it would be a good thing.
The reason is that it would finally motivate game developers to be more realistic in their minimum hardware requirements, enabling games to be playable on onboard GPUs.
Right now, most recent games (for example, many games built on Unreal Engine 5) are unplayable on onboard GPUs. Game and engine devs simply don't bother anymore to optimize for the low end and thus they end up gatekeeping games and excluding millions of devices because for recent games, a discrete GPU is required even for the lowest settings.