ÌÞðùò îå÷Ã*Üìå ôá ðñþôá ðñþôá Xbots ðïõ áêüìá êáëÜ-êáëÜ äåÃ* åß÷å âãåé ôï OG Xbox ðßóù óôï 2000 êáé ìéëïýóáÃ* ãéá expansion-äéðëáóéáóìü ôçò RAM;
Õðïôßèåôáé ï ÷ñÞóôçò èá ìðïñïýóå Ã*á âÜëåé Ýîôñá Ã*ôéìÜêé.
¹ìáñôïÃ*!
20 ÷ñüÃ*éá ðáðáñïëïãßá.
ÌÞðùò îå÷Ã*Üìå ôá ðñþôá ðñþôá Xbots ðïõ áêüìá êáëÜ-êáëÜ äåÃ* åß÷å âãåé ôï OG Xbox ðßóù óôï 2000 êáé ìéëïýóáÃ* ãéá expansion-äéðëáóéáóìü ôçò RAM;
Õðïôßèåôáé ï ÷ñÞóôçò èá ìðïñïýóå Ã*á âÜëåé Ýîôñá Ã*ôéìÜêé.
¹ìáñôïÃ*!
20 ÷ñüÃ*éá ðáðáñïëïãßá.
ÅðéôÝëïõò Ý÷ïõìå êÜðïéá êéÃ*çôéêüôçôá óôï èÝìá BC.
"Faster and smoother frame rates in select PS4 and PS VR games". Íá äïýìå áÃ* ìéëÜåé ìüÃ*ï ãéá unlocked framerate Þ ãéá êÜôé Üëëï
https://cdn.discordapp.com/attachmen...34/unknown.png
ËïãéêÜ ìéëÜìå ãéá ôï áÃ*Üëïãï ôïõ PS4 Pro boost mode.
ÔåëéêÜ áõôÞ ç êïÃ*óüëá ÞôáÃ* (êáé) testbed/ðñüâá ôæåÃ*åñÜëå ãéá ôçÃ* Ã*Ýá ãåÃ*éÜ...
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Ôï PSVR äåÃ* îÝñù ãéáôß ôï áÃ*áöÝñåé üìùò, åêåß ìéëÜìå ãéá rock solid framerate åëÝù æáëÜäáò.
ËÜèïò èõìÜìáé üôé äåÃ* åðéôñÝðïõÃ* êõêëïöïñßá PSVR games áÃ* Ý÷ïõÃ* Ýóôù êáé ôï ðáñáìéêñü fps drop;
Ãéá ôï VR, ôï õöéóôÜìåÃ*ï äçëáäÞ PSVR, åßÃ*áé 100% óßãïõñï üôé èá áÃ*Ýâåé ç áÃ*Üëõóç render = êÜáááðùò ìåãáëýôåñç äéáýãåéá + ôá üóá ìéêñïèåìáôÜêéá óå FPS èá éóéþóïõÃ* åÃ*ôåëþò (èá ìåéùèåß ôï frame interpolation = ôïÃ* äéðëáóéáóìü frames ðïõ ÝêáÃ*å ôï "êïõôß" ôïõ PSVR / üôáÃ* ÝÃ*á ðáé÷Ã*ßäé äåÃ* ìðïñïýóå Ã*á öôÜóåé ôá 90 Þ 120 fps áëëÜ ÝöôáÃ*å ìÝ÷ñé ôá 60-70-80-90 ôüôå áÃ*áëÜìâáÃ*å ôï êïõôß Ã*á ðáñÜîåé ôá Ýîôñá frames ìÝóù frame interpolation. ÕðïèÝôù ëüãù ðáñáðÜÃ*ù éððïäýÃ*áìçò ôïõ PS5, ôá áñ÷éêÜ fps èá áõîÜÃ*ïÃ*ôáé, åî ïõ êáé ìåéùìÝÃ*ï frame interpolation = áêüìá ðéï smooth VR åìðåéñßá).
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Richard Leadbetter at 38:50 said:
Every single developer I've spoken to developing for PS5 has been evangelising how easy it is to work for, Its essentially the same development environment as PS4 and you scale up from there, for the new powers, the features and whatnot. I can't stress enough how happy developers seem to be with this situation
https://youtu.be/e-sjmywB4H8:
Richard Leadbetter at 39:45 said:
There is simply no doubt that the XSX on paper, the more powerful machine. However again, speaking to developers the development environment they are dealing with some people seem to be extremely happy with it, other people are having problems with it because they've moved away from what was previously the XDK which was specific for the Xbox to the GDK which is a more general environment for PC and for Xbox and even Xbox one is encompassed by the GDK
¼ôé Ý÷ïõìå áêïýóåé êáé áðü Üëëåò ðçãÝò ôïõò ôåëåõôáßïõò ìÞÃ*åò.
Ió÷õåé(âåâáéá ðïëõ óðáÃ*éá èá äåéò êáÃ*á 2 frames ðôùóç, ðïõ êáÃ*åé áìåóùò ìðáì) ÄåÃ* îåñù áÃ* åÃ*Ã*ïåé ïôé å÷ïõÃ* îåêëåéäùóåé 120áñéá. Áëëá áðï ôçÃ* áëëç ëååé boost mode. ÄåÃ* îåñù ôé åÃ*Ã*ïïõÃ* áêñéâùò ãéáôé áÃ* çôáÃ* ôï êëáóéêï boost mode, äåÃ* èá áöïñïõóå ïëá ôá ðáé÷Ã*éäéá? Åóôù êáé ãéá åÃ*á frame? Ï÷é ìïÃ*ï ôá selected.
ÄéáâÜæïÃ*ôáò ôá ðáñáðÜÃ*ù, óêÝöôïìáé ðüóï ôïýìðá Ý÷ïõÃ* Ýñèåé ôá ðñÜãìáôá.
ÊÜðïôå öçìéæüôáÃ* ç Sony ãéá äõóêïëßá óôï development (PS2 êáé áñ÷Ýò ôïõ PS3), åÃ*þ ç MS ôï áÃ*ôßèåôï. ×áñáêôçñéóôéêÜ èõìÜìáé ãéá ôï PS2 óôÝëÃ*áÃ*å êÜôé ôüìïõò-åãêõêëïðáßäåéåò óôá éáðùÃ*éêÜ (åðï÷Ýò Samurai Ã*ïïôñïðßáò) óôïõò äõôéêïýò developers.
ÐÜÃ*ôùò áêüìá äéáâÜæù "concern" (trolling) ó÷üëéá üôé ç Sony äåÃ* Ý÷åé «êáìßá ôý÷ç» áðÝÃ*áÃ*ôé óôï DirectX/Direct3D ôçò MS êáé ðüóï «ëåéøÞ» åßÃ*áé ç PS5 RDNA2 GPU óå feature set (ôá ãÃ*ùóôÜ ðåñß VRS, mesh shaders êëð). MS/PC-centric mindset êáé ôá ìõáëÜ óôá ìðëÝÃ*ôåñ!
20+ ÷ñüÃ*éá ôþñá ç ßäéá êáóÝôá êáé äåÃ* Ý÷ïõÃ* âáñåèåß ìåñéêïß-ìåñéêïß åê ôçò PCMR...
Íá ôï ðÜñåé ôï ðïôÜìé ëïéðüÃ*: êáÃ*ÝÃ*áò åðåîåñãáóôÞò äåÃ* ìéëÜåé óå DirectX. Assembly (ãëþóóá ìç÷áÃ*Þò) êáôáëáâáßÃ*ïõÃ* ôüóï ç CPU, üóï êáé ç GPU. Ôá äéÜöïñá APIs åßÃ*áé abstractions (more or less) ðñïò äéåõêüëõÃ*óç ôùÃ* game devs. ¼ðùò åßÃ*áé êáé ç C++ ãéá ìéá CPU. ÊáôáëáâáßÃ*åé C++ ç CPU; ¼÷é.
ØéëÜ ãñÜììáôá áõôÜ ãéá êÜðïéïõò ðïõ ïýôå ìéóÞ ãñáììÞ êþäéêá äåÃ* Ý÷ïõÃ* ãñÜøåé óôçÃ* æùÞ ôïõò, áëëÜ Ý÷ïõÃ* Üðïøç ãéá ôá ðÜÃ*ôá ëåò êé åßÃ*áé developers êáé êçñýôôïõÃ* ðñïò ðÜóá êáôåýèõÃ*óç...
¶ëëùóôå åßäáìå êáé óôçÃ* ôùñéÃ*Þ ãåÃ*éÜ ðüóï «äõóêüëåøå» ôïõò game devs ôï GNM API óôï PS4 ÝÃ*áÃ*ôé ôïõ DX12 óôï XB1.
Êáé ðïéï äõóêïëï development, êáé ç êïÃ*óüëá ìå ôçÃ* áéóèçôá ìéêñüôåñç âÜóç ÷ñçóôþÃ*. ËÝôå üôé áõôüò åéÃ*áé åÃ*áò óõÃ*äõáóìüò ðïõ èá áÃ*áäåéîåé ôçÃ* äéáöïñÜ éó÷ýïò ôïõ XSX?
Ïýôå åãþ Ý÷ù ãñÜøåé ìéóÞ ãñáììÞ êþäéêá óå assembly óôçÃ* æùÞ ìïõ (óå Motorola MC68000 êÜôé øéëÜ, áëëÜ ðÜÃ*å 30 ÷ñüÃ*éá êáé äåÃ* èõìÜìáé ôßðïôá á÷á÷á÷÷á).......
....áëëÜ ôá âáóéêÜ ðñÝðåé Ã*á ôá îÝñïõìå üëïé:
ôá ôóéðÜêéá, ð÷ CPU-GPU, ìéëÜÃ*å ìå äýï øçößá ìüÃ*ï: 0 êáé 1.
Ìå äýï øçößá ï ÜÃ*èñùðïò äåÃ* ìðïñåß Ã*á ãñÜøåé êþäéêá.
Ïðüôå ÝöôéáîáÃ* (ðñï áñ÷áéïôÜôùÃ* ÷ñüÃ*ùÃ*) ôçÃ* "ãëþóóá ìç÷áÃ*Þò" Þ áëëéþò assembly, ðïõ åßÃ*áé äåêáåîáäéêÞ (äåêáÝîé ÷áñáêôÞñùÃ*/áñéèìþÃ*, áðü 0 Ýùò 9 êáé áðü A Ýùò H)......üðïõ ï êþäéêáò áÃ* ôïÃ* äåé êÜðïéïò åßÃ*áé óáÃ*............êéÃ*Ýæéêá. ÊÜèå äéáöïñåôéêÞ CPU êáé GPU óôïÃ* ÐËÁÍÇÔÇ Ý÷åé äéáöïñåôéêÞ assembly.
¼ôáÃ* ëïéðüÃ* ï ÜÃ*èñùðïò ãñÜöåé óå assembly, õðÜñ÷åé ÝÃ*á ðñüãñáììá (åÃ*ôüò êÜèå ôóéð) ìåôáôñïðÝáò-ìåôáöñáóôÞò ðïõ ôçÃ* êÜÃ*åé äõáäéêü êþäéêá 0-1.
ÁõôÜ ðïõ ãñÜöù ðáñáðÜÃ*ù äåÃ* åßÃ*áé ãéá Ã*á óáò ôï ðáßîù ÝîõðÃ*ïò, áëëÜ åßÃ*áé ãéá Ã*á êáôáëÜâïõìå üôé ÌÏÍÏ ìå áõôüÃ* ôïÃ* ôñüðï ðñïãñáììáôéóìïý ìðïñïýìå åìåßò ïé ÜÃ*èñùðïé Ã*á ëÜâïõìå (îåæïõìßóïõìå) ôçÃ* ïëéêÞ äýÃ*áìç åÃ*üò ôóéð. ÅÃ*üò ïðïéïõäÞðïôå ôóéð (åßôå åßÃ*áé cpu, gpu, åßôå åßÃ*áé audio chip, tempest, ïôéäÞðïôå).
Ôï ðïóïóôü äýÃ*áìçò ðïõ "÷ÜÃ*åôáé" áðü ôçÃ* ìåôÜöñáóç assembly óå 0-1 åßÃ*áé áìåëçôÝï.
Åî ïõ êáé ç öñÜóç "ðñïãñáììáôéóìüò óôï ìÝôáëëï" = ãéáôß ðáßñÃ*åéò ôï 99,99999% ôçò äýÃ*áìçò ôïõ ôóéð.
ÌüÃ*ï ðïõ...........åßÃ*áé ðëÝïÃ* ÐÏËÕ äýóêïëï, Ýùò áêáôüñèùôï Ã*á ðñïãñáììáôßóåéò óå assembly åäþ êáé 20 ÷ñüÃ*éá (ìçÃ* ðù ðáñáðÜÃ*ù) ãéáôß ôá ôóéðÜêéá Ý÷ïõÃ* ãßÃ*åé ÔÑÏÌÅÑÁ ðåñßðëïêá. Ï áÃ*èñþðéÃ*ïò Ã*ïõò êáé ôá äÜ÷ôõëÜ ìáò ðïõ ðëçêôñïëïãïýÃ* Ý÷ïõÃ* êÜðïéá üñéá.
Íáé, óáöþò êáé ôï Last of Us II èá ìðïñïýóå Ã*á åß÷å ðñïãñáììáôéóôåß ïëüêëçñï óå assembly. ÁëëÜ èá ÝðáéñÃ*å 15 ÷ñüÃ*éá ÷áá÷á÷á÷.
Ïðüôå ôé êÜÃ*ïõìå;
¸÷ïõìå ÝÃ*á óåô ðñïãñáììáôéóôéêþÃ* åñãáëåßùÃ*, ðïõ ÷ñçóéìïðïéïýÃ* ðïëý ðïëý ðïëý ëéãüôåñåò åÃ*ôïëÝò êáé ìå ðïëý ðïëý ðïëý ðéï áÃ*èñþðéÃ*ï ôñüðï ãñáöÞò, ôïõ óôõë "draw ôáäå dimensions ðïëýãùÃ*ï" (ôï ëÝù áðëïúêÜ).
ÁõôÜ ôá ðñïãñáììáôéóôéêÜ åñãáëåßá åßÃ*áé äéÜöïñá êáé áðü äéÜöïñåò åôáéñåßåò: DirectX, Vulkan, OpenGl, libgcm (Sony) êëðêëð. (åÃ*áëëáêôéêÜ, èá áêïýóåôå ôïÃ* üñï "âéâëéïèÞêåò" áðü ôï áããëéêü libraries, ðïõ óõÃ*Þèùò -ü÷é ðÜÃ*ôá, áëëÜ óõÃ*Þèùò- åßÃ*áé ðéï "ìÝôáëëï ðñïãñáììáôéóìüò" ïé âéâëéïèÞêåò üðùò Sony libgcm ð÷. óå ó÷Ýóç ìå DX 11)
¼ìùò!
ÊÜèå ðñïãñáììáôéóôéêü åñãáëåßï, ÐÑÅÐÅÉ Ã*á ìåôáöñáóôåß óå assembly êáé ìåôÜ óå ãëþóóá ìç÷áÃ*Þò 0-1.
ÁõôÞ ç äéðëÞ ìåôÜöñáóç "ôñþåé" áñêåôÞ äýÃ*áìç áðü ôá ôóéðÜêéá.
Êáé åðéðëÝïÃ*: êÜðïéá ðñïãñáììáôéóôéêÜ åñãáëåßá ÄÅÍ "ñïõöÜÃ*å" ôçÃ* ßäéá äýÃ*áìç Þ áÃ* èÝëåôå ãéá Ã*á ìåôáöñáóôïýÃ* óå 0-1 ôñþÃ*å ðáñáðÜÃ*ù äýÃ*áìç óå ó÷Ýóç ìå Üëëá ðñïãñáììáôéóôéêÜ åñãáëåßá.
Ãéá ðáñÜäåéãìá, ôá Direct X 11, ôñþÃ*å ðáñáðÜÃ*ù äýÃ*áìç óôçÃ* ìåôÜöñáóç áðü ôá DX12.
Ôï Vulkan ôñþåé ëéãüôåñç áðü ôá DX 11 (Üñá ôï ðáé÷Ã*ßäé ëáìâÜÃ*åé ðåñéóóüôåñç äýÃ*áìç áðü ôá ôóéðÜêéá, áöïý ï ìåôáöñáóôÞò óå 0-1 ôñþåé ëéãüôåñç äýÃ*áìç ãéá ìåôÜöñáóç).
Ïé âéâëéïèÞêåò ôçò Sony ãéá ôá PS1/2/3/4 ôñþÃ*å áêüìá ðéï ëßãç äýÃ*áìç. (âÝâáéá ç ÓïÃ*õ Ý÷åé êáé ÝÃ*á óåô ðïëý ðéï åýêïëïõ ðñïãñáììáôéóìïý, ôï ïðïßï üìùò ôñþåé ðåñéóóüôåñç äýÃ*áìç óôçÃ* ìåôÜöñáóç = Üñá "÷ÜÃ*åôáé" áñêåôÞ äýÃ*áìç áðü ôá ôóéðÜêéá).
ÁÃ* êÜÃ*áôå ôïÃ* êüðï Ã*á äéáâÜóåôå ôá ðáñáðÜÃ*ù (üðùò êáé ôï ðïóô ôïõ psx3), èá êáôáëÜâåôå ãéáôß ðïëëÝò öïñÝò öùÃ*Üæïõìå üôé ç PC Ã*ïïôñïðßá "ôñþåé" äýÃ*áìç áðü ôá ôóéð.
Ãéáôß óôá PC, åêôüò áðü ôá DX, õðÜñ÷ïõÃ* ìõñéÜáááááäåò ìåôáöñáóôÝò ôùÃ* ßäéùÃ* ôùÃ* Windows. (ìçÃ* ìðù óå ëåðôïìÝñåéåò)
Ïðüôå ÷ÜÃ*åéò äýÃ*áìç áðü DX (ÏÊ ìå ôá DX12 ÷ÜÃ*åéò ôçÃ* ëéãüôåñç áðü üëá ôá ðáëáéüôåñá DX), ÷ÜÃ*åéò áðü ìõñéÜäåò ìåôáöñáóôÝò ôùÃ* Windows..........êáé óôï ôÝëïò áêïýò ÝÃ*á "ôñåëü" ËåõôÝñç Ã*á ëÝåé "ïé GPU êáé ïé CPU óôá PC äåÃ* åßÃ*áé åêìåôáëëåýóéìåò ðÜÃ*ù áðü 40% Ýùò 60% ôçò ðñáãìáôéêÞò ôïõò äýÃ*áìçò".
Êáé áÃ*ôéèÝôùò, üôáÃ* äéÜöïñá ðáéäéÜ åäþ ìÝóá ëÝìå "ðñïãñáììáôéóìüò óôï ìÝôáëëï" = åÃ*Ã*ïïýìå üôé ï dev Ýóôñùóå êþëï (ðÝèáÃ*å óôçÃ* äïõëåéÜ, ìÜôùóå êõñéïëåêôéêÜ + Ý÷åé áðßóôåõôåò ãÃ*þóåéò) êáé ðñïãñáììÜôéóå üóï ôï äõÃ*áôüÃ* "ðéï êïÃ*ôÜ" óå ìïñöÞ ASSEMBLY!
ÌåñéêÜ ðáñáäåßãìáôá dev ãéá Sony ðëáôöüñìåò ÞôáÃ*/åßÃ*áé: NDog, Santa Monica, Media Molecule (Dreams), Psygnosis (WipEout), Polyphony Digital êáé êÜðïéïé "áÃ*þìáëïé" indie devs üðùò Housemark (Stardust, Resogun).
Ôåóðá, åëðßæù Ã*á ôá Ýãñáøá ìå êáôáÃ*ïçôü ôñüðï :P :P :P
ìéá ÷áñÜ ôá Ýãñáøåò
68000 assembly ðïõ äïêßìáóåò; Atari ST, Amiga, Mac ?
Ùñáßïò êáé öïõë åðåîçãçìáôéêüò ï ËåõôÝñçò!
ÅÃ*ôùìåôáîý óôéò GPUs ôùÃ* PC õðÜñ÷åé ðïëëáðëÞ ìåôÜöñáóç (ðåñéóóüôåñá layers óôï software stack) óõãêñéôéêÜ ìå ôéò (x86) CPUs, åðåéäÞ äåÃ* õðÜñ÷åé óôáèåñÞ áñ÷éôåêôïÃ*éêÞ (áõôü ðïõ ëÝìå ISA).
Ðñþôá ãñÜöïõÃ* ôá shaders ïé game devs óå ìéá generic ãëþóóá (HLSL), ìåôÜ ãßÃ*åôáé ìåôÜöñáóç óå ìéá åÃ*äéÜìåóç ãëþóóá (ðïéêßëåé áÃ*Üìåóá óå NVIDIA/AMD/Intel) êáé ìåôÜ áðü áõôü ï GPU driver êÜÃ*åé ôçÃ* ôåëéêÞ ìåôÜöñáóç óå 0-1.
Fun fact: üëï áõôü ãßÃ*åôáé real-time (just in time compilation) åÃ*þ ðáßæåéò. Ãéá áõôü ðïëëÝò öïñÝò óå PC games ðáñïõóéÜæïÃ*ôáé öáéÃ*üìåÃ*á stuttering (÷ñüÃ*éï èÝìá).
Óôéò êïÃ*óüëåò ÏËÁ ôá shaders åßÃ*áé pre-compiled óôçÃ* åêÜóôïôå ãëþóóá ìç÷áÃ*Þò. Ïðüôå åîáëåßöåôáé ôõ÷üÃ* stuttering. ¸Ã*á áñÃ*çôéêü åßÃ*áé üôé ìåñéêÝò öïñÝò âãÜæïõÃ* ìåãÜëá patches (ð.÷. áÃ* Ý÷ïõÃ* áëëÜîåé ôá shaders ïé devs ãéá êáëýôåñï optimization).
Óå PC ôþñá ôåëåõôáßá êÜðïéá (åëÜ÷éóôá) DX12/Vulkan ðáé÷Ã*ßäéá óïõ åðéôñÝðïõÃ* Ã*á êÜÃ*åéò offline pre-compile (ðñéÃ* îåêéÃ*Þóåéò ôï ðáé÷Ã*ßäé äçëáäÞ) ôá shaders, but there's a catch: êÜèå öïñÜ ðïõ âãáßÃ*åé Ã*Ýïò GPU driver óïõ êÜÃ*åé invalidate ôá ðáëéÜ shaders êáé èÝëïõÃ* îáÃ*Ü re-compile! :P
Áõôü ôï áÃ*áöÝñù ãéá Ã*á äïýìå ðüóï ðéï plug'n'play åßÃ*áé ç åìðåéñßá ôçò êïÃ*óüëáò óõãêñéôéêÜ ìå PC, áêñéâþò åðåéäÞ Ý÷ïõÃ* 1 ìç÷ÜÃ*çìá (ÜÃ*ôå 2 óôçÃ* ÷åéñüôåñç) Ã*á êÜÃ*ïõÃ* target óõãêåêñéìÝÃ*á specs. ¼÷é ðïõ èá êáèüìáóôå Ã*á ðåñéìÝÃ*ïõìå ìéóÞ þñá Ã*á ãßÃ*ïõÃ* compile ôá shaders (åßÃ*áé êáé ðïëëÜ ôá Üôéìá óôéò ìÝñåò ìáò)!
Èá ãßÃ*ù ëéãÜêé óðáóßêëáò ôþñá, áëëÜ åÃ*þ ç assembly áÃ*áöÝñåôáé áðü ðïëý êüóìï óáÃ* ãëþóóá ìç÷áÃ*Þò, áõôü åßÃ*áé ëÜèïò. Ç ãëþóóá ìç÷áÃ*Þò åßÃ*áé ÝÃ*á binary stream, üðïõ ç ìç÷áÃ*Þ åñìçÃ*åýåé áõôü óå êáôá÷ùñçôÝò, opcode, data , memory address, ê.ï.ê.
Ç assembly åßÃ*áé áðëÜ ç ðïéï low level ãëþóóá ðñïãñáììáôéóìïý ðïõ Ý÷ïõìå, êáé ðëÝïÃ* åðåéäÞ ïé compilers Ý÷ïõÃ* öôÜóåé óå ôüóï õøçëü åðßðåäï ðáñáãùãÞò ãëþóóáò ìç÷áÃ*Þò ( ü÷é assembly) åëÜ÷éóôïé ôçÃ* ÷ñçóéìïðïéïýÃ*.
ÓôÜëèçêå áðü ôï Redmi Note 8 ìïõ ÷ñçóéìïðïéþÃ*ôáò Tapatalk
Óùóôüò. Ôï Ýãñáøá êÜðùò áðëïðïéçìÝÃ*á ãéá Ã*á âãåé ìéêñü ôï post.
ÐÜÃ*ôùò ðéóôåýù üôé ìå ôçÃ* áëìáôþäç ðñüïäï ôçò ÁÉ, ôï ðïëý óå 20 ÷ñüÃ*éá áðü óÞìåñá èá Ý÷ïõìå Demoscene-quality code áðü ôïõò compilers êáé ßóùò êáé åðéóôñïöÞ óå ðéï áðëÜ chips/áñ÷éôåêôïÃ*éêÝò (ôá óçìåñéÃ*Ü Ý÷ïõÃ* áñêåôü bloat ãéá ëüãïõò äéåõêüëõÃ*óçò).
ÌÝ÷ñé ôüôå ôá êåöÜëéá ìÝóá êáé óêëçñÞ äïõëåéÜ êýñéïé game devs!
ÁÃ*ôéèÝôùò êÜðïéïé devs áÃ*ôß Ã*á óôñþóïõÃ* êþëï Ã*á åñãáóôïýÃ* óêëçñÜ óôïÃ* êþäéêÜ ôïõò, "ðáôÜÃ*å" ìüÃ*ï óôï óôüñõ êáé óôá ðáñáêëÜäéá ôïõ (áÃ*Üðôõîç/óôÞóéìï ÷áñáêôÞñùÃ*)........êáé "äåÃ* ã@ìéÝôáé ìùñÝ, áò Ý÷åé ìÝôñéá ãñáöéêÜ, ÷Üëéá frame rate êáé ðáëéáêÜ animation/collision detection".
Ð÷ êÜðïéïé "ìÜãêåò" devs ðïõ âãÜæïõÃ* Fallout 4 ìå engine ðñï ÷ñéóôïý Þ From software (ìçÃ* ìå öÜôå!!!! ôçÃ* áëÞèåéá ëÝù!!).