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by mattnewport
3107 days ago
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I've seen it done. In those days programming teams were usually smaller and this would be something put in place by a lead (usually a grizzled veteran of shipping multiple titles) and not advertised to the entire team. It might be hidden away somewhere like the core memory manager which would be owned by that lead and not generally touched by anyone else without consulting them. If someone happened to find it when running a memory profile they'd probably go and ask the lead about it and be let in on the 'secret'. I actually found one of these when pulled in to help a title ship that had been put in for a previous title in the franchise and forgotten about when the lead moved on. I found it when memory profiling and after talking with a few people we figured out what it was there for and I got to be the 'hero' who found some extra memory to ship. |
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Perhaps the obvious question here is "hidden from who?" Blinding the entire dev team to the trick might be possible for the lead, but sounds like a pain.
But squirreling away a bit of memory that won't be announced to PMs/artists/designers/producers? I can certainly picture a couple of programmers realizing that the person calling the shots intended to push them to the absolute limits of "what will fit", and deciding to fudge those limits. Hell, hedging is common practice for programmers and freelancers today when they anticipate bad requirements, and everything I know of the game development's history says the problem used to be much worse.