this post was submitted on 12 Jun 2023
75 points (100.0% liked)

Gaming

30472 readers
325 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] smolgumball@lemmy.world 1 points 1 year ago

I'm curious about this kind of thing from an engine and console architecture perspective. Any gamedevs able to shed some light?

I work in the industry, but not directly on low-level engine implementation details. Personally, my gut thinking is that the Creation Engine is falling behind in terms of modern asset streaming techniques.

In an imaginary world where I've poured over Bethesda's engine source for days, I wonder if I might discover that:

  • Asset formats and/or orchestration code used for asset streaming in the Creation Engine are not optimized to a degree where scene graphs can be effectively culled based on camera frustum or player proximity without noticeable dips in frame-time. It simply takes too long to pause actor simulations or too long to stream assets back into memory and reintroduce objects to the scene graph

  • Virtualized geometry or other magical low-overhead auto-LOD solutions aren't in place. As far as I understand it, efforts like Nanite in UE5 were an enormous engineering investment for Epic, and unless Bethesda has a massive engine team of their own (they don't), they simply won't be able to benefit from an in-house equivalent in tech