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chicken, do gaming w Then vs Now

Very rose tinted glasses. I remember horrifying cache corruption bugs that locked you out of certain game areas permanently on that save, random illegal operation exceptions crashing games (no autosave btw), the whole system regularly freezing and needing to be completely restarted, games just inexplicably not working to begin with on a regular basis because of some hardware incompatibility and the internet sucked for finding fixes then and patches weren’t a thing so you were just screwed.

I would say that games not all being written in C and assembly trying to squeeze out every possible performance efficiency with nothing but dev machismo as safeguards is in fact a good thing.

uis,
@uis@lemmy.world avatar

Here’s revelation: most game engines are written in C(++)

chicken,

Yes, but they are made by different people and all those bugs have been worked out over time. The people actually making the games are doing so at a higher level with more safeguards and it shows.

ramsgrl909, do gaming w How can it be so bad?

Every other time I play Chivalry 2 I get an ad pop-up (or 2) mid duel. Maybe I should just re-buy on Steam…

Haha, do gaming w Then vs Now

That last one really got me though hahaha

uis, do gaming w Then vs Now
@uis@lemmy.world avatar

Play Xonotic. I get 200 fps on Intel HD Graphics 2000.

omnomed,

Also add Red Eclipse to the queue and get lost in the adrenaline this week.

Mango,

I absolutely love Xonotic! This is my hype song! youtu.be/pLKo5TitJm4?si=wDW8dQCpbaraiNZP

YouTube knows what I like. https://lemmy.world/pictrs/image/13037a35-2ea7-4c02-b3ff-5dd24dfe8f2c.jpeg

uis,
@uis@lemmy.world avatar

What server do you play on and when?

Mango,

I don’t have a computer ATM. I lost everything over fake criminal charges.

mojofrododojo, do gaming w Then vs Now

Brian Provinciano made retro city rampage, then, crammed it into an NES cart. I don’t think this argument is really valid.

Also, really, the breast milk bit? we don’t want to work with females? what is that shit.

Daefsdeda,

I think it is more about the harassment allegations.

mojofrododojo,

…?

do you not understand that internal and external harassment has been a huge problem in gamedev? at many many studios?

I’m getting too involved for this meme I guess.

kilgore_trout,

These types of allegations only were made public in recent years and related to recent events.

Even if harassment was an issue even in the 90s, we didn’t hear about it.

Daefsdeda,

Did I say anything about about these things? I just said it was about all the allegations and not about not wanting to work with females.

EnderMB,

Do you have any recent examples? Am genuinely curious, given that it’s something that’s been a problem in the game’s industry for a long time, particularly at places like Activision.

Daefsdeda,

Honestly, I am trying not to keep up to date on bad shit. Yeah if a company really sucks I won’t support it but I aint looking that shit up.

jadedwench,

We are women. Not “females”.

mojofrododojo,

Totally, that’s what I’m trying to lampoon, sorry if the sarcasm didn’t come through on that aspect. I maintain my premise, there’s a tremendous amount of harassment devs put up with for the ‘privilege’ of working in the games industry, a key aspect that makes me support unions and worker organization.

Grain9325,

That incident happened in Activision Blizzard. One of the terrible harassments women had to suffer there.

Xer0,

Shut your mouth and hand over your milk.

NigelFrobisher, do gaming w Then vs Now

I’ve written software professionally for two decades and I’m still in awe of the people who used to wring every last drop out of 512kb of memory, a floppy drive and 16 colours on the Amiga 500.

butterflyattack,

I played some pretty good games on the 48k spectrum back in the day. My first computer was a zx81 with 1k ram, it was a bit challenging to do anything interesting with it - but people still wrote games for the thing.

MadSurgeon,

While true that it’s impressive, now games have to be made to work on variable screen sizes with different input controllers, key mappings, configurations, more operating systems, with more features than ever. It’s an absolute explosion of complexity.

Even making a 2D game for today’s hardware is more difficult than making a 2D game for Gameboy.

DadVolante,
@DadVolante@sh.itjust.works avatar

Honest question, is that true? It’s my understanding that developing a 2D game today would be a simpler task than for a system from the 90s due to so many improvements in development software.

Bloodyhog, do gaming w Then vs Now

Ok, that got me. I still remember the days of ZX and that funny noise… But I do have a question for one part of the meme: can someone explain to me why on Earth the updates now weigh these tens of gigs? I can accept that hires textures and other assets can take that space, but these are most likely not the bits that are being updated most of the time. Why don’t devs just take the code they actually update and send that our way?

PsychedSy,

I’ve got 2gig fiber, not 56k dialup. It’s Steam’s bandwidth now. They paid Valve their 30%. Why bother with insane compression that just makes it feel slow for us?

Bloodyhog,

That is also a factor I do not understand. Bandwidth costs the storefront money, would Steam and others not want to decrease this load? And well done you with that fiber, you dog! I also have a fiber line but see no reason to upgrade from my tariff (150mib, i think?) that covers everything just to shave that hour of download time a year.

xX_fnord_Xx,

The trick is to download the Fitgirl repack. Cheaper on your wallet and your hard drive.

Bloodyhog,

I am perfectly fine with paying developers, as I buy only the games i do like after some testing ) Going the repack route is unpredictable - no updates, may contain whatever viruses repacker is interested in adding (and given the particular one is likely Russian, I do have my reservations at this crazy time…), etc.

xX_fnord_Xx,

Joking aside, when you download an update, many times it is completely replacing chunks of the game, not just a couple lines of code.

ICastFist,
@ICastFist@programming.dev avatar

I mean, I understand when they chuck everything into a single file, but they used to know how to make their updaters unpack and replace only the stuff that needed updating, instead of just throwing the whole fucking file at you, redundancy be damned.

For instance, stuff in Quake 3 engine is kept in .pk3 files. You don’t need to download the full, newest .pk3, you send a command to remove/replace files X, Y and Z within it and call it a day.

echodot,

Yeah but then people go completely ballistic when games require you to install their own launches I don’t think Steam would necessarily be able to handle the myriad of different formats that would be needed to make that work. So either you have custom lunches or you don’t have particularly efficient patches.

I guess most people care more about the launcher.

ICastFist,
@ICastFist@programming.dev avatar

That’s because games don’t need “their own launcher” to apply updates like that. Ask anyone that’s been playing on PC, patches were these self extracting files or “mini installers” that you just needed to point to the installed game’s folder. Even vanilla World of Warcraft let people download the patches for offline install, it even included a text with all the changes applied.

echodot,

People don’t want the fiddling on of that. I just want to be able to install the patch and then it be there.

That’s why lunches are a thing there’s no other reason to have them.

You might enjoy the technical solution but 99% of people don’t care. I never understand why people seem to think that the 1% of the most experienced people are the standard when they are anything but. Most gamers build their own PCs, they don’t want to have to understand about file systems and formats and compiling. They just wanted to work and then they want to play their game.

MystikIncarnate,

For modern games, from what I’ve seen, they’ve taken a more modular approach to how assets are saved. So you’ll have large data files which are essentially full of compressed textures or something. Depending on how many textures you’re using and how many versions of each textures is available (for different detail levels), it can be a lot of assets, even if all the assets in this file, are all wall textures, as an example.

So the problem becomes that the updaters/installers are not complex enough to update a single texture file in a single compressed texture dataset file. So the solution is to instead, replace the entire dataset with one that contains the new information. So while you’re adding an item or changing how something looks, you’re basically sending not only the item, but also all similar items (all in the same set) again, even though 90% didn’t change. The files can easily reach into the 10s of gigabytes in size due to how many assets are needed. Adding a map? Dataset file for all maps needs to be sent. Adding a weapon or changing the look/feel/animation of a weapon? Here’s the entire weapon dataset again.

Though not nearly as horrible, the same can be said for the libraries and executable binaries of the game logic. This variable was added, well, here’s that entire binary file with the change (not just the change). Binaries tend to be a lot smaller than the assets so it’s less problematic.

The entirety of the game content is likely stored in a handful (maybe a few dozen at most) dataset files, so if any one of them change for any reason, end users now need to download 5-10% of the installed size of the game, to get the update.

Is there a better way? Probably. But it may be too complex to accomplish. Basically write a small patching program to unpack the dataset, replace/insert the new assets, then repack it. It would reduce the download size, but increase the amount of work the end user system needs to do for the update, which may or may not be viable depending on the system you’ve made the game for. PC games should support it, but what happens if you’re coding across PC, Xbox, PlayStation, and Nintendo switch? Do those consoles allow your game the read/write access they need to the storage to do the unpacking and repacking? Do they have the space for that?

It becomes a risk, and doing it the way they are now, if you have enough room to download the update, then no more space is needed, since the update manager will simply copy the updated dataset entirely, over the old one.

It’s a game of choices and variables, risks and rewards. Developers definitely don’t want to get into the business of custom updates per platform based on capabilities, so you have to find a solution that works for everyone who might be running the game. The current solution wastes bandwidth, but has the merit of being cross compatible, and consistent. The process is the same for every platform.

Bloodyhog,

The console argument does actually make a lot of sense to me, thank you for the detailed response. It would still (seemingly) be possible to structure the project in a way that would allow replacing only what you actually need to replace, but that requires more investment in the architecture and likely cause more errors due to added complexity. Still, i cannot forgive the BG 3 coders for making me redownload these 120gb or so! )

MystikIncarnate,

The issue is the compression. There’s hundreds of individual assets, the process to compress or more accurately, uncompress the assets for use takes processor resources. Usually it only really needs to be done a few times when the game starts, when it loads the assets required. Basically when you get to a loading screen, the game is unpacking the relevant assets from those dataset files. Every time the game opens one of those datasets, it takes time to create the connection to the dataset file on the host system, then unpack the index of the dataset, and finally go and retrieve the assets needed.

Two things about this process: first, securing access to the file and getting the index is a fairly slow process. Allocating anything takes significant time (relative to the other steps in the process) and accomplishes nothing except preparing to load the relevant assets. It’s basically just wasted time. The second thing is that compressed files are most efficient in making the total size smaller when there’s more data in the file.

Very basically, the most simple compression, zip (aka “compressed folders” in Windows) basically looks through the files for repeating sections of data, it then replaces all that repeated content with a reference to the original data. The reference is much smaller than the data it replaces. This can also be referred to as de-duplication. In this way if you had a set of files that all contained mostly the same data, say text files with most of the same repeating messages, the resulting compression would be very high (smaller size) and this method is used for things like log files since there are many repeating dates, times, and messages with a few unique variances from line to line. This is an extremely basic concept of one style of compression that’s very common, and certainly not the only way, and also not necessarily the method being used, or the only method being used.

If there’s less content per compressed dataset file, there’s going to be fewer opportunities for the compression to optimize the content to be smaller, so large similar datasets are preferable over smaller ones containing more diverse data.

This, combined with the relatively long open times per file means that programmers will want as few datasets as possible to keep the system from needing to open many files to retrieve the required data during load times, and to boost the efficiency of those compressed files to optimal levels.

If, for example, many smaller files were used, then yes, updates would be smaller. However, loading times could end up being doubled or tripled from their current timing. Given that you would, in theory, be leading data many times over (every time you load into a game or a map or something), compared to how frequently you perform updates, the right choice is to have updates take longer with more data required for download, so when you get into the game, your intra-session loads may be much faster.

With the integration of solid state storage in most modern systems, loading times have also been dramatically reduced due to the sheer speed at which files can be locked, opened, and data streamed out of them into working memory, but it’s still a trade-off that needs to be taken into account. This is especially true when considering releases on PC, since PC’s can have wildly different hardware and not everyone is using SSDs, or similar (fast) flash storage; perhaps on older systems or if the end user simply prefers the less expensive space available from spinning platter hard disks.

All of this must be counter balanced to provide the best possible experience for the end user and I assure you that all aspects of this process are heavily scrutinized by the people who designed the game. Often, these decisions are made early on so that the rest of the loading system can be designed around these concepts consistently, and it doesn’t need to be reworked part way through the lifecycle of the game. It’s very likely that even as systems and standards change, the loading system in the game will not, so if the game was designed with optimizations for hard disks (not SSDs) in mind, then that will not change until at least the next major release in that games franchise.

What isn’t really excusable is when the next game from a franchise has a large overhaul, and the loading system (with all of its obsolete optimizations) is used for more modern titles; which is something I’m certain happens with most AAA studios. They reuse a lot of the existing systems and code to reduce how much work is required to go from concept to release, and hopefully shorten the duration of time (and the amount of effort required) to get to launch. Such systems should be under scrutiny at all times whenever possible, to further streamline the process and optimize it for the majority of players. If that means outlier customers trying to play the latest game on their WD green spinning disk have a worse time because they haven’t purchased an SSD, when more than 90% + have at least a SATA SSD, all of whom get the benefits from the newer load system while obsolete users are detrimented because of their slow platter drives, then so be it.

But I’m starting to cross over into my opinions on it a bit more than I intended to. So I’ll stop there. I hope that helps at least make sense of what’s happening and why such decisions are made. As always if anyone reads this and knows more than I do, please speak up and correct me. I’m just some guy on the internet, and I’m not perfect. I don’t make games, I’m not a developer. I am a systems administrator, so I see these issues constantly; I know how the subsystems work and I have a deep understanding of the underlying technology, but I haven’t done any serious coding work for a long long time. I may be wrong or inaccurate on a few points and I welcome any corrections that anyone may have that they can share.

Have a good day.

mtchristo, do gaming w Then vs Now

There used to be a time when game devs wrote their masterpieces using assembly. Now it’s all crap Unreal Engine

olmium,

Whats wrong with Unreal engine? 🤔

mtchristo,

Enormous resources hog

olmium,

It also has A LOT of benefits and can run very demanding games well while other engines struggle.

echodot,

It’s incredibly well optimized for what it’s doing.

ICastFist,
@ICastFist@programming.dev avatar

Most devs either don’t or can’t bother with proper optimization. It’s a problem as old as Unreal Engine 3, at least, I remember Unreal Tournament 3 running butter smooth on relatively weak computers, while other games made with UE3 would be choppy and laggy on the same rigs, despite having less graphical clutter.

olmium,

That doesn’t sound like an engine problem tho

LouNeko,

I could write a whole essay on whats wrong with UE from a players perspective. But here’s the skinny.
Light Bloom, Distance Haze, TAA and Upscaling, no visual clarity, Roboto Font for 90% of all UIs, lower framerate for distant objects, no performance diffrence between highest and lowest graphical settings.
The only good looking and optimized UE games come from Epic themselves, so basically just Fortnite (RIP Paragon). Most of the games released by third parties are Primo Garbagio. They run like ass and look like ass.

ricdeh,
@ricdeh@lemmy.world avatar

What’s wrong with Roboto though lol? It’s my favourite font

LouNeko,

There’s nothing wrong with it. It just doesn’t fit everywhere. There’s a thematic difference between Action platformers, Horror and Milsims, yet they all use the same font and UI. Imagine if most games would use Naughty Dogs “Yellow ledges”. It would get old very quickly.

farngis_mcgiles,

predecessor is shaping up to be a good replacement for paragon. im hoping in doesnt die before they get out of early access

people_are_cute,
@people_are_cute@lemmy.sdf.org avatar

Literally all of that is in control of developers. Don’t blame the tools.

LouNeko,

But UE is the common denominator for all those problems. I actually don’t know any positive examples for UE. Satisfactory, maybe, but it still checks most of the issues. They are just less prevalent because the game itself is good.

people_are_cute,
@people_are_cute@lemmy.sdf.org avatar

Ruiner, Ghostrunner and DmC are the only UE titles I have played and they are all FLAWLESS.

rdri,

Some devs just enable raytracing and make it a requirement, to not care about properly optimized alternative lights and shadows stuff.

olmium,

Doesn’t sound like a game engine problem

rdri,

Same as using an AI in games is not an AI problem.

olmium,

Correct. If you build a house with cheap labour and bad materials it’s the builders fault. That doesn’t make all houses bad and unreliable.

rdri,

I mean, if the world makes it very convenient to use such instruments and call the task finished, this is not okay. I wish at some point we would come to conclusion that we need to optimize the code and software products to reduce CO2 emissions or something, so devs’ laziness finally becomes less tolerated.

Blackmist, do gaming w How can it be so bad?

Well, now opens to a black screen in two minutes.

Might take a restart if you want some content in it.

Suavevillain, do gaming w Then vs Now
@Suavevillain@lemmy.world avatar

I never thought game patches would become such a terrible thing. But the state some games have released in has been crazy.

ICastFist, do gaming w Then vs Now
@ICastFist@programming.dev avatar

For those that are unaware, the second chad is most likely referring to .kkrieger. Not a full game, but a demo (from a demoscene) whose purpose was to make a fully playable game with a max size of 96kb. Even going very slow, you won’t need more than 5 minutes to finish it.

The startup is very CPU heavy and takes a while, even on modern systems, because it generates all the geometry, textures, lighting and whatnot from stored procedures.

KuroiKaze,

I remember beating that and just being really surprised at how well it worked

MonkderZweite, do gaming w How can it be so bad?

That thing triggered a “too much open files” for me, while the games didn’t.

FlyingSquid, do gaming w How can it be so bad?
@FlyingSquid@lemmy.world avatar

I decided about 10 years ago that I just can’t afford to keep updating my computer every couple of years just so I can play new titles. So now I just play old titles. And if you play old enough titles, you don’t even have to go to a torrent site. You can go directly to the Internet Archive.

I keep rediscovering games I loved when I was younger. I’ve been playing Skyroads lately. I still love the music. You know how long it takes to load Skyroads on a computer from 2015? I have no idea either because it loads faster than I can measure time.

This has been your lecture from a crotchety old man.

MonkderZweite, do gaming w How can it be so bad?

Steam can’t be run in minimal anymore, internal browser always eats a GB of RAM if you want to play a steam game.

WindowsEnjoyer, do gaming w Then vs Now

This is so true. Also let’s not forget where game is almost unplayable and constantly crashing on release.

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