AAA game? Performance issues and crashing on release? Why I never.

  • Goodeye8@piefed.social
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    6 hours ago

    I thought the entire point of nanite was to allow developers to throw in high quality assets without having to worry about the performance hit.

    • Echo Dot@feddit.uk
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      5 hours ago

      Well you can do that but then it isn’t going to run on a steam deck, whether or not you as a developer think that’s a problem depends on what hardware you are targeting.

      But you’ve still got the problem of file size. I’ve noticed that if the asset is really big you actually run into streaming issues when loading it in. It looks fantastic, but you probably don’t want your rock to take 10 seconds to load in. If you go look at the matrix demo you’ll see they have a lot of asset reuse because of that.

      Nanite isn’t magic it’s neither going to enable you to just throw in 16k resolution textures and just not worry about it there’s always going to be a trade-off. But it’s insane to say that it isn’t a useful feature or that you should never use it.

    • Björn Tantau@swg-empire.de
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      6 hours ago

      It probably doesn’t work with interactable objects and other edge cases. And it for sure doesn’t work with trees because they highlighted in the Witcher 4 showcase how they created a version specifically for trees.

      • Echo Dot@feddit.uk
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        5 hours ago

        But ot does work with foliage though.

        Maybe they think they can do a better job, but it definitely does work with plants. It didn’t used to, when it first came out it was limited to just static objects, and it didn’t work on terrain at first which I was thought was a weird restriction, but it works on pretty much everything now.