Nah the Boston performance was terrible in vanilla. The precombination fixes made huge performance improvements. There were issues with mods breaking precombined meshes but that was a separate issue.
Textures are larger, where 4k was just getting rolling in 2017 (pre RDR2 after all), to accomodate 4K textures had to be scaled up (and remember width and height, so that’s 4x the memory and 4x the space on drive)
Texture resolution has not considerably effected performance since the 90s.
Changing graphics settings in this game barely effects performance anyway.
Things like anti-aliasing for example, they’re always something like 8x, but that’s 8x the resolution, which the resolutions have only gone up, again rising with time.
Wtf are you talking about, nobody uses SSAA these days. TAA has basically no performance penalty and FSR has a performance improvement when used.
If you’re going to try and argue this point at least understand what’s going on.
The game is not doing anything that other games haven’t achieved in a more performant way. They have created a teetering mess of a game that barely runs.
They’re clearly building their games in an extremely inefficient way. Starfield does not have anything going on in it that other games with much lower requirements also have done.
You see evidence of this in their previous games. One of the major performance issues with Fallout 4 for example, was that instead of building their cities in performant ways, they literally plonked every building as an individual asset into the world which thrashed the CPU for no reason. Modders just had to merge them all into one model to significantly improve performance. Their games are full of things like this and Starfield will be no different.
Exactly this. It was only two generations ago when idTech was an open world engine, id can and have made it to do whatever they want and to suggest that despite Bethesda money (let alone MICROSOFT money) id couldn’t make a better engine with similar development workflows as Creation is just dishonest to suggest.
id Tech was already an open world engine with id Tech 5, after being a regular map-based engine for id Tech 4 and the Quake engines preceding it. It was then scaled back to normal maps for id Tech 6.
They can and have made it do whatever they want. What’s missing is the will from Bethesda to pay for it.
Bethesda have owned id Software, the best graphics engineers in the business, for a decade. They now even have Microsoft money. This is still, somehow, the best they can do.