Oh.... I remember there were flaws.... I just don't actually remember the flaws.....Every game engine has its flaws. - except Cryengine 1.
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Oh.... I remember there were flaws.... I just don't actually remember the flaws.....Every game engine has its flaws. - except Cryengine 1.
Lol oh yeah. huge problem with most games as development studio can't possibly support or test all hardware configurations, and especially if you use an in house engine. I don't think I have ever encountered issues with unreal or unity games.
Quite often issues are a result of hardware and driver issues.
But that said, Rambo assuming game assets gets loaded on the fly, is utter rubbish, games preloaded levels assets as needed into swap file, GPU memory and ram.Games assets these days due to the amount of GPU memory and ram load raw assets that has been created using special cache files for loading into the memory ect.
While you could technically run a game like rise of the tomb raider on 4 gig ram, you will require a larger swap files as things needs to be swapped out between system ram and swap file, which will result in poorer FPS whether you have a SSD or HDD making the game almost unplayable, as a result of not enough of the assets being loaded into memory not as a result of using an SSD or HDD.
Which is why games have min ram requirements and the more you have and faster the memory speed is the more of the assets can be loaded into ram memory. However games are high optimized in being able to delete or swap out data between ram and GPU memory and being able to dynamically load and unload data from memory as needed.
SSD or HDD only serves to load data to memory as needed and once loaded stands idle waiting for the next request, games like skyrim and fallout loads level areas in chunks into the memory and relies in instancing of assets meaning you can have one tree or one grass blade rendered and duplicate it a 1000 times but only cost the one render.
You could have a 300 teraflop SSD and your game will still have the exact same frame rate, as a game is dependant on ram, CPU and gpu, HDD or SSD only serves the function of loading to memory.
Lol oh yeah. huge problem with most games as development studio can't possibly support or test all hardware configurations, and especially if you use an in house engine. I don't think I have ever encountered issues with unreal or unity games.
Quite often issues are a result of hardware and driver issues.
But that said, Rambo assuming game assets gets loaded on the fly, is utter rubbish, games preloaded levels assets as needed into swap file, GPU memory and ram.Games assets these days due to the amount of GPU memory and ram load raw assets that has been created using special cache files for loading into the memory ect.
While you could technically run a game like rise of the tomb raider on 4 gig ram, you will require a larger swap files as things needs to be swapped out between system ram and swap file, which will result in poorer FPS whether you have a SSD or HDD making the game almost unplayable, as a result of not enough of the assets being loaded into memory not as a result of using an SSD or HDD.
Which is why games have min ram requirements and the more you have and faster the memory speed is the more of the assets can be loaded into ram memory. However games are high optimized in being able to delete or swap out data between ram and GPU memory and being able to dynamically load and unload data from memory as needed.
SSD or HDD only serves to load data to memory as needed and once loaded stands idle waiting for the next request, games like skyrim and fallout loads level areas in chunks into the memory and relies in instancing of assets meaning you can have one tree or one grass blade rendered and duplicate it a 1000 times but only cost the one render.
You could have a 300 teraflop SSD and your game will still have the exact same frame rate, as a game is dependant on ram, CPU and gpu, HDD or SSD only serves the function of loading to memory.
Oh.... I remember there were flaws.... I just don't actually remember the flaws.....
The first Far Cry was a exercise in wasted potential yes.I made a mistake, I meant CryEngine2.
As a tech demo, it was near perfect for the time. Every issue I had trying to play Crysis was all hardware related, specifically it was because my GPU(at the time, was a an expensive heap of ****)
The first Far Cry was a exercise in wasted potential yes.
CryEngine2 was not perfect but for me it was one of the best ever engines, at least modding was never a real problem and consolitis had not yet set in.... I sincerely hate FMOD but that's another story.
@wizardofid
Don't get me wrong, I am not saying that inefficient loading of assets is a widespread practice, just that there are some games that don't load the whole level into memory at the start as a workaround to the problem of large gamespaces. On some games I have noticed this and on others not. There are many other ways to skin a cat not just the standard ways.
There are also games (though I forget the names) that I have found load external assets on the fly, this is particularly useful (or irritating) when it comes to mods which load dynamically i.e. without having to exit the game or loaded map.
Shame about whatever they did to the Dawn engine though... even the devs of Mankind Divided say stay away from DX12 we don't know why it falls apart like thatI agreed - I do not care how Crytek managed to build that engine, but whatever they are doing at Crystal Design(engine for Tomb Raider/DeusEx) is as good too.
Top down RTS games...basically how Dota came about lol
Shame about whatever they did to the Dawn engine though... even the devs of Mankind Divided say stay away from DX12 we don't know why it falls apart like that
Either way in DX11 the game is beautiful, just a shame they never enabled modding and the AI is so stupid.
But anyway we managed to turn something about CPU upgrades into game engine talk and probably should stop.....
They don't load assets like that....sigh. Assets whether dynamically loaded or after a game level preloads data, there is no on the fly loading. It still needs to be loaded into memory like any other asset, no game will call for an asset not in memory right the instant when it needs to be visible you would have an immediate delay whether you are using an SSD or HDD, as the assets needs to be loaded into memory processed by the CPU and handed over to the GPU for rendering and further processing.The first Far Cry was a exercise in wasted potential yes.
CryEngine2 was not perfect but for me it was one of the best ever engines, at least modding was never a real problem and consolitis had not yet set in.... I sincerely hate FMOD but that's another story.
@wizardofid
Don't get me wrong, I am not saying that inefficient loading of assets is a widespread practice, just that there are some games that don't load the whole level into memory at the start as a workaround to the problem of large gamespaces. On some games I have noticed this and on others not. There are many other ways to skin a cat not just the standard ways.
There are also games (though I forget the names) that I have found load external assets on the fly, this is particularly useful (or irritating) when it comes to mods which load dynamically i.e. without having to exit the game or loaded map.
All that being true.... explain why I have in a few games actually had ingame (post map load) performance improvements by running the game from a SSD while the main system was running from a HDD?They don't load assets like that....sigh. Assets whether dynamically loaded or after a game level preloads data, there is no on the fly loading. It still needs to be loaded into memory like any other asset, no game will call for an asset not in memory right the instant when it needs to be visible you would have an immediate delay whether you are using an SSD or HDD, as the assets needs to be loaded into memory processed by the CPU and handed over to the GPU for rendering and further processing.
BTW the time the asset is ready to render in game SEVERAL clock cycles would have passed.It just isn't done.
Whatever is needed is loaded in the immediate memory like GPU secondary inactive assets needed is loaded in RAM and any other data will be loaded into the swap file, which can quickly be accessed by the ram, and GPU.
You do know that's got more to do with that they cater for what most users have than that they don't want to, right?Nope, I don't think I've seen a game use more than 10GB RAM.
Here's Escape From Tarkov, a beautiful game using only 10GB on ultra settings:
Both Xbox and ps5 will have 16gig, idk what the system overhead on consoles but 16 gig including system overhead will likely be the new normal. However system resources for consoles aren't the same as with PC platform, where it is a bit more open and likely to see a bit more ram use overall.You do know that's got more to do with that they cater for what most users have than that they don't want to, right?
Enough Steam users nowadays have 16GB of RAM (38.7%), with pretty much anyone you want to target having at least 8GB RAM (around 87% of users). There are also users with more than 16GB, 7.8%.
So depending on how big you want your audience to be, you'll optimize to that level, and since most users are at 8GB of RAM, you can aim to target that for any modern title, with AAA titles high settings allowing for 16GB of RAM. You also need to take into account that everything needs to be able to be cut down/"optimized" enough to run on consoles.
With the new console generation coming out, you'll see more and more titles probably hitting around 12GB of RAM usage.
My point was more along the lines of searching for games now that will use more than 8GB will be rare as you'll optimize your engine to work for the largest target audience that is feasible, would be stupid to limit yourself to only 35% of the market if doing a couple of texture cuts will allow you to target 70% of the market.Both Xbox and ps5 will have 16gig, idk what the system overhead on consoles but 16 gig including system overhead will likely be the new normal. However system resources for consoles aren't the same as with PC platform, where it is a bit more open and likely to see a bit more ram use overall.
Covid is putting a dent in things a bit so there might be some delays and such, 8 gig should still be reasonably for a while still.
RAM wise I have never seen a game go over 10GB anyway.... but I don't go over 1080p so that's probably why.My point was more along the lines of searching for games now that will use more than 8GB will be rare as you'll optimize your engine to work for the largest target audience that is feasible, would be stupid to limit yourself to only 35% of the market if doing a couple of texture cuts will allow you to target 70% of the market.
Was a shooter in beta that I recently played that hit 12GB, that's why it's in beta. And it seems you missed what I said in regards to what game devs will optimize for.RAM wise I have never seen a game go over 10GB anyway.... but I don't go over 1080p so that's probably why.
No I got it, I just pointed out that I have never myself hit any game that actually uses more ram no matter what you do to it..... proving your point.Was a shooter in beta that I recently played that hit 12GB, that's why it's in beta. And it seems you missed what I said in regards to what game devs will optimize for.
You'll see higher memory usage soon due to consoles going up in available memory.
You might also see size go down due to unreal engine change being copied everywhere, though most game devs/designers will probably take that as an opportunity to add more details (I can't remember though if it remembers memory usage).
Actually unreal and unity is able to reduce texture res, regardless of input res. 8k textures are rarely used any ways and most cases from terrain and specific use case.I generally render texture at 4k and reduce to 2k without any loss.My point was more along the lines of searching for games now that will use more than 8GB will be rare as you'll optimize your engine to work for the largest target audience that is feasible, would be stupid to limit yourself to only 35% of the market if doing a couple of texture cuts will allow you to target 70% of the market.
Was a shooter in beta that I recently played that hit 12GB, that's why it's in beta. And it seems you missed what I said in regards to what game devs will optimize for.
You'll see higher memory usage soon due to consoles going up in available memory.
You might also see size go down due to unreal engine change being copied everywhere, though most game devs/designers will probably take that as an opportunity to add more details (I can't remember though if it remembers memory usage).
@Johnatan56 @wizardofid
Technical question I have been wondering about for a while
New games that are DX12 capable keep throwing out warnings once you go over 4GB of video memory..... what would actually happen if you do would the games just slow down? What's wrong engine wise with funneling secondary assets to RAM assuming there is enough of it?
You do know that's got more to do with that they cater for what most users have than that they don't want to, right?
Enough Steam users nowadays have 16GB of RAM (38.7%), with pretty much anyone you want to target having at least 8GB RAM (around 87% of users). There are also users with more than 16GB, 7.8%.
So depending on how big you want your audience to be, you'll optimize to that level, and since most users are at 8GB of RAM, you can aim to target that for any modern title, with AAA titles high settings allowing for 16GB of RAM. You also need to take into account that everything needs to be able to be cut down/"optimized" enough to run on consoles.
With the new console generation coming out, you'll see more and more titles probably hitting around 12GB of RAM usage.