this post was submitted on 02 Jul 2023
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Interesting take on comparability vs performance. I gotta imaging capturing user data and sending to a cloud collector is also a big culprit.

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[–] PeterPoopshit@lemmy.world 8 points 1 year ago* (last edited 1 year ago) (1 children)

Stop buying games that need 220gb of drive space, an Nvidia gtx 690000 and a 7263641677 core processor then. More than a 60gb download size means I pirate it unless it's a really really damn good game. Games with no drm that can be run without a $20k computer, I buy.

[–] AProfessional@lemmy.world 30 points 1 year ago (1 children)

Games are far from the worst examples of this. Largely games are still very high performance. Some lax policies on sizes are not the norm, most data is large because it’s just high detail.

The real losses are simple desktop apps being entire web engines.

[–] ricdeh@lemmy.world 3 points 1 year ago (1 children)

Games are definitely not very well optimised. For one, most indie publishers are artists rather than software developers, which means that they do not have the technical expertise to properly program their applications, especially on the OpenGL/Vulkan/Direct3D side of things. Large video game corporations, in contrast, are indeed quite capable of reducing the hardware requirements and increasing the performance of their games, but they are often not willing, as became particularly evident recently with Jedi: Survivor, where a major public outcry was required for them to fix the game's performance problems, which they have done quite competently.

[–] DarthBueller@lemmy.world 3 points 1 year ago

Most indie 3D games are not programmed from scratch, working directly with Vulkan, OpenGL, etc. Instead, they’re using a licensed game engine like Unreal. A lot of AAA game houses didn’t like the game engine license fees eating into profit margins so they came up with their own engines that they maintain internally with varying levels of success.