- Joined
- Jun 10, 2014
- Messages
- 2,985 (0.78/day)
Processor | AMD Ryzen 9 5900X ||| Intel Core i7-3930K |
---|---|
Motherboard | ASUS ProArt B550-CREATOR ||| Asus P9X79 WS |
Cooling | Noctua NH-U14S ||| Be Quiet Pure Rock |
Memory | Crucial 2 x 16 GB 3200 MHz ||| Corsair 8 x 8 GB 1333 MHz |
Video Card(s) | MSI GTX 1060 3GB ||| MSI GTX 680 4GB |
Storage | Samsung 970 PRO 512 GB + 1 TB ||| Intel 545s 512 GB + 256 GB |
Display(s) | Asus ROG Swift PG278QR 27" ||| Eizo EV2416W 24" |
Case | Fractal Design Define 7 XL x 2 |
Audio Device(s) | Cambridge Audio DacMagic Plus |
Power Supply | Seasonic Focus PX-850 x 2 |
Mouse | Razer Abyssus |
Keyboard | CM Storm QuickFire XT |
Software | Ubuntu |
I honestly don't care what a bunch of adolescents scream about on YouTube.If a problem occurs for one in a thousand players, you're still going to have thousands of loudmouth YouTube kids screaming about it like someone took their lollipop. This is low-brow, primitive attention economy at it's worst.
I'm talking about the nature of some of the bugs. Those of us who have worked with graphics programming for many years got a good sense of understanding a bug just by observing it, and be able to tell if something is e.g. a shading bug, culling bug (there were some of those too), a synchronization issue or a flawed physics in the game simulation, without being familiar with the code base. Quite often, small graphical glitches are more an annoyance, while flawed game simulation often can be "game breaking".
Sometimes you can observe how well the game simulation is made by running it on a CPU that's barely fast enough. If you start to see objects flying around as a result of stutter (CPU limited, not GPU limited), it probably means the engine is using time deltas for calculating acceleration. Or if stutter causes objects to go through each other, fall through the ground etc., that probably means the simulation has "skipped" a few iterations. Both such examples are evidence of poor engine design.