What is up with new games? I have a Predator Triton 300; i7 9th Gen, 16GB/512GB. All games get installed on the SSD instead of the HDD.
I played the new Tomb Raider trilogy (still playing the last one, no spoilers) and it ran smoothly on Medium (some unnecessary stuff turned off) most of the times.
Tried playing new game called Deliver us Mars, disaster. It stutters every. Fucking. Time. ON LOW! What the Fuck?
A big issue with recent games is Vram usage (the gpu has vram). If you don’t have enough vram the game will stutter. At the moment where there isn’t enough vram, even a tiny bit not enough, the game will stutter.
Another issue is also ram and cpu utilisation which in some games is pretty extreme.
Othrt issue can be very heavy graphics and badly optimized lower settings.
Some games also have transition stutter, where you change zone. It will try to load the new zone and unload the precedent one. But it uses cpu power and requires a fast ssd depending on the size of what has to be loaded.
Unreal engine is pretty bad for open maps. It generates a lot of cpu usage when changing zones. And heavy textures and other heavy elements don’t enhance the experience.
The vram, I’m not sure what your questions is about.
The vram is special ram (much higher bandwidth, but slightly higher latency than cpu ram, also supports special extra things) included on the board of the graphics card.
It is necessary because it stores textures and others game elements the graphics card needs to operate the game (shadow info,…). The elements are loaded into vram, from the very slow (in comparison) drive (even nvme 5.0 ssds are extra slow compared to vram or ram) to allow the gpu to process whatever it has to do. Background tasks, windows, the desktop… Also use vram to be able to have the app windows and desktop displayed, so the total available for the game can vary.
If there isn’t enough vram, there can be multiple things happening (I’m talking about textures but vram includes others things too) :
Resizable bar ( or SAM on amd) is not enabled : the gpu will not be able to load all the textures, so it would either have missing textures, or lag a lot due to texture swapping. The textures can also take a lot of time to load instead of completely missing depending on the game optimisation, due to swapping with previous textures. The game can even crash.
Resizable bar is enabled : it is possible with this pci-e configuration for the gpu to access system memory. So in some cases, textures may spill into system memory (cpu ram), which isn’t great either, because system memory has a way higher latency to the gpu (it has to go through the cpu, pci-e slot…), and way lower bandwidth. And so generates lots of lag.
If a game is well optimized, the lower the settings are the lower vram usage there is. Some games however did not have such great optimisation. Vram usage mostly depends on the texture quality and resolution. (increasing the texture quality will use a very few/negligible amount of extra gpu power, but increase the vram usage).
There is also a baseline the devs may put for optimisation. The less vram there is, the less the textures can have data available to use. So the more compromises have to be done, with less and less quality. So fixing a baseline quality depending on the current most used vram capacity is not that bad. Tho it does have issues for people having less available.
Just rushed development usually with the bigger titles. The time isnt spent on performance, it's a case of spunking a game out and moving onto the next one.
Tomb Raider reboot is pretty well optimised. The games look beautiful with great performance. It used the in-house Foundation engine.
It's a shame the next game will be on UE5, UE games always a certain look and jank that just makes them feel 'cheap' to me. Along with, usually, a lot worse performance.
It’s kinda sad that all the in-house engines are being abandoned… Especially since Unreal is a one-size-fits-all engine. It’s not suitable for all games if optimised gameplay is an expectation…
Also, yes. I didn’t understand initially when I heard about the Unreal look, but goddamn I see it everywhere now…
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right step wall medical thought down hanging porter special interest apple head awake hole fear girl bridge pocket country square nut structure level berry tired impulse record thread root sky regular selection condition business statement great space move worm all tooth fly step purpose feeling ticket thumb suggestion iron full
smell branch war year angle month full sponge look give after earth political a keep young where drawer stage position fork flower table reward delicate separate view grain hair gun hole friend sock event potato complex vessel skirt payment past motion sad bag present lift porter side all cold feeling
It's probably stuff being less "indie" than it appears on the surface. Both of those games you listed appear to have successful publishers, one behind Maplestory and multi-million (in USD) net income (also largest shareholder is investment firm, Maplestory NFTs). The other has more games (and significantly more DLC) on Steam.
That doesn't really answer your question, well aside from saying money. Though there may be a deeper connection as well (shareholders having hands in everything etc)
Valve is the only one of mine that’s still around as more than just a brand name used by EA.
Bioware, Maxis, Bullfrog, Westwood, and more… All gobbled up and turned into shit by Electronic Farts.
Others that just died on their own include Black Isle and Interplay, Sierra and LucasArts. Some of these might be around in some capacity, though afaik they’re just used for the names.
Westwood, but not for Command & Conquer or Dune 2. I still remember them fondly for their Kyrandia games. I loved the art design, the music and the jokes.
Kyrandia 2 being one of my all time favorite adventure games, Zanthia was an awesome protagonist. Especially for her time.
It’s nice that their strategy games picked up the way they did, but part of me wishes they stuck with their fantasy games.
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Aktywne