*Mod hat off
Aaah, yes, the famous and miraculous hidden dev build... It brings some memories from late 2014 and a smile to my face actually.
I remember that - the miracle build/vertical or horizontal slices and all that!
*Mod hat off
Aaah, yes, the famous and miraculous hidden dev build... It brings some memories from late 2014 and a smile to my face actually.
I remember that - the miracle build/vertical or horizontal slices and all that!![]()
I was pretty staunch believer and advocate for it back then...still eating that monstrous crow![]()
If it isn't running on consumer hardware then it's just smoke & mirrors in my book. That goes for any game including ED, until it's ready to download it isn't necessarily a thing.
If it isn't running on consumer hardware then it's just smoke & mirrors in my book. That goes for any game including ED, until it's ready to download it isn't necessarily a thing.
Heh? How can you look at a demo running on a hefty bit of hardware and then say "clearly the final game will run on itty bitty hardware".(it'll barely use 2gb RAM and probably won't even use 3 cores given it's DX11)...
I think that's overly harsh. Its not smoke and mirrors because it exists. However it may not be being portrayed as what it is, so there is a mythology being presented and I think for me, this is the issue. Perhaps Nowak is correct that we are seeing an open development process by comparison to other publisher processes, but when the mythology is revealed as being unintended falsehood, people feel played and/or cheated.
Every project going through a crowd source funding process has to make a decision on how it communicates with its backers. I can't claim to have much understanding of how that works in a $90 million dollar project, but I can say I had to make choices related to how and when I communicated things. Ultimately being as honest as possible and saying why you can't be more forthcoming is the only way, but dressing the honesty too much, intentionally or unintentionally finds you out. There are very few projects I've seen that don't encounter this at some stage.
Heh? How can you look at a demo running on a hefty bit of hardware and then say "clearly the final game will run on itty bitty hardware".
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It may well, but to do so it may have to sacrifice all the goodies shown that required the fancy demo hardware.
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If there's one thing the CryEngine is famous for it's requiring seriously grungy hardware to run it.
What kind of differences are we talking about here? Smart mentioned 16 cores and a bunch of RAM in the multicrew but how much does that actually matter? That stuff is meaningless for the client game engine obviously (it'll barely use 2gb RAM and probably won't even use 3 cores given it's DX11)...and the graphics are all run off GPUs anyway, so are we talking about netcode or latency or what here?
edit - just struggling to see what the big issue was with the multicrew demo. The recent explosion one we saw - sure I can see how that needs meaty hardware - but what in the multicrew needs 16 cores and huge amounts of RAM etc?
Well it depends on a few factors. Most DX11 titles are inherently hamstrung by...DX11 itself - and throwing more cores and RAM at it won't help one jot. Roberts spent a lot of time on Mantle and knows how to optimise very well though, but there is an inherent overhead in DX11 that prohibits usefulness past 4-6 cores.
This is the part I'm trying to figure out from a dev perspective. It's possible that what we're seeing is the result of Mantle (possible but unlikely) or DX12 (very unlikely). I dunno, this multicore era "network" stuff is way above my head but I know what individual APIs and machines are capable of. That's why I asked ZeeWolf to clarify, or anyone else who can give an indication as to what the issue supposedly is.
I never mentioned the multicrew demo.
In this very thread I made a comment, following Smarts blog, that this was common among all developers when they are demonstrating at shows.
I know, I was just wondering if you knew what DS was on about when he did.
I know, I read that too lol.I was just wondering if you could clear up what DS *might* have meant, from a dev perspective.
Or do you also feel that there wasn't anything there in the multicrew demo that was out of the ordinary? My pov is that I don't see anything there that requires magic or supercomputers - was just wondering if you had more insight on that.
Oh I see, don't ask me. When I was making games we used to call it "Direct3D"
Oh I see, don't ask me. When I was making games we used to call it "Direct3D"