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by kamray23 953 days ago
It's pretty clear that with the performance that the game has it's a lot more than four models with bad LODs. They would probably have identified that issue within days. There's likely a more fundamental issue, not only with the technology but also with LODs for most detail models. These are only examples since you can't list every model out of hundreds being rendered.

I really think that the performance and scale indie developers can squeeze out puts AAA developers to shame nowadays, and I really hope that that'll continue to happen. All it takes is time, organisation, and a lot of time.

1 comments

Sure, more than 4, less than however many assets there are in the game. I mostly want to emphasize that a systematic issue implies that this was an acceptable development pipeline, which I doubt any engineer on the team would say.

>I really think that the performance and scale indie developers can squeeze out puts AAA developers to shame nowadays, and I really hope that that'll continue to happen. All it takes is time, organisation, and a lot of time.

Yup, I agree. Indies don't tend to have money, so the budget comes from. Elsewhere. We can already utilize some amazing tools to cut down the time of scaling up environments. Not as much with actor assets. But I don't think it's too far off (more just locked off in acedemics white papers).

The systematic issue refers to the fact that it is both prevalent and a result of the early release, more a systematic issue of modern AAA development studio organisation than a development practice by developers.