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by abcde666777 14 days ago
The amount of things you're trying to simulate within the the performance contraints (games push computers to their absolute limits).

An example - a 3d humanoid character. You need code to manage the mesh, the animation (probably skeletal), the animations themselves, all the blending logic, probably specialised code and data for facial animations, and then you need to make sure all of that can mesh with both input driven locomotion and AI driven locomotion - and that's just one problem domain.

And I'm grossly oversimplifying what's involved even in that particular area.

2 comments

>> games push computers to their absolute limits

The overwhelming majority of games actually don’t. Even 5+ year old rigs can run most modern games just fine.

> Even 5+ year old rigs can run most modern games just fine

AI-hardware demand is responsible for slowing down the AAA graphics frame-rate treadmill. Back when Nvidia and AMD were releasing improved mid-range consumer GPUs at a steady clip, there was incessant pressure on AAA games to have ever-increasing frame-rates and "photorealistic" graphic-fidelity. Making a game update at 144Hz at 4k resolution/max graphics quality, with no upscaling shortcuts would be a challenging problem, were it a common target.

In an alternate universe where the LLM boom didn't happen, we probably would have 24GB midrange GPUs (and 32GB/48GB Nvidia 5090 Ti), allowing for humongous textures, and likely games rendering at 8k, which 5+ y.o. rigs would struggle with except at low-quality settings.

Not on max quality. They can just run the game.
And many a game developer doesn't have to write any of this because it already is commodity software.
AHahahahah.

Yeah that's other part. What was PhD level computer graphics becomes table stakes a few years later and not only do you have to do that, but you have to top it a few years later.

Oh and all of these systems have to be aware of each other, because the higher fidelity they become, the harder it is to keep the seams hidden, because the seam between them become more jarring.

Sure, you have skeletal bone animation and all that stuff in 2003, but do your characters adapt their footstep placement to the terrain height? Does the run animation blend smoothly between states? Oh it blends smoothly but now player inputs feel unresponsive because you had the clever idea to make it inertial? Oh now do it all over a network at minimum latency because esports are a hundred million dollar industry.