HerrSchnuff
lolwut?
- Joined
- February 14, 2009
- Messages
- 41
Silly plebs with their 32bit potatoes...
- Joined
- Feb 14, 2009
- Messages
- 41
It shouldn't, but it's actually more like it for a non-AAA game to be this way, after all, when the team is 3 developers chances are lower to dedicate time to 'optimize' than if you have a team of 20 developers, where you can just say "Joe, you have one job and one job only, to optimize the code everywhere"For anyone experiencing idiotically excessive loads on your video card while staring at a static tavern/shop screen (…), the in-game V-Sync option seemingly does jack squat - enabling V-sync in windows did the trick for me.Nope, the crazy GPU load is unrelated to excessive frames…
After playing some more, I'm finding more and more examples of absolutely atrocious graphics for the game's hardware requirements. With all options set to max, if a game still looks like something from ten years back, a recommendation for 6gb RAM and associated 64bit OS is a joke.
If a studio's game looks like crap, it shouldn't have hardware requirements on par with (and beyond) AAA titles.
It shouldn't, but it's actually more like it for a non-AAA game to be this way, after all, when the team is 3 developers chances are lower to dedicate time to 'optimize' than if you have a team of 20 developers, where you can just say "Joe, you have one job and one job only, to optimize the code everywhere"
The poor performance of MMX has a cause:
They are using C# with unity.
C# is a language for information/database systems and not for games IMHO.
AnsiC / C++ / Purebasic / Powerbasic are for good maximum Speed.
Even Delphi is better than C#.
C# is a fine language for games, it's just that almost all professional coders are conditioned to C++. You can easily do game code using C#. I'm doing my own game using C# and XNA - and the 3D performance has little or nothing to do with C#, that's the way they've implemented it in Unity. It's a TURN-BASED game and the game logic is written in C# - not the 3D graphics code, that's why they're using Unity.
You guys don't know anything, do you?
I thought that this is understood and common knowledge, and HiddenX and others did not claim otherwise as he said using 'C# AND Unity'.
Anyways, as Stingray said, scripting languages are easier to manage and with quick turn around with their overhead being hardly recognised due to hardware advancements.
Isn't also so that many games, in stead of loading and creating each object separately, they load memory as a bulk, and use pointers to access the objects. Lacking pointers, I suppose C# would load game data not as efficiently as C/C++ can do?
pibbur who is not sure about most things, especially not this thing.
Isn't also so that many games, in stead of loading and creating each object separately, they load memory in bulk, and use pointers to access the objects? Lacking pointers, I suppose C# would load game data not as efficiently as C/C++ can do?
pibbur who is not sure about most things, especially not this thing, but who trusts the gothic one.