• drfuzzyness@lemmy.world
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    2 years ago

    Most AAA game studios target consoles first. Their in-house or external porting teams will then adapt it for Windows, but by then major engine decisions will likely have already been made in service of supporting the Ryzen/RDNA based Xbox Series and PS5 consoles. Smaller studios might try to target all systems at once but aiming for the least common denominator (Vulkan, low hardware requirements). Switch is a bit of its own best when trying to get high performance graphics.

    Multi threading is mostly used for graphics, sound, and animation tasks while game logic and scripting is almost always single threaded.

    • deleted@lemmy.world
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      2 years ago

      I bought Ryzen 3950x 16 cores 32 threads.

      The first thing I noticed is some AAA games only utilize 8 cores. When you go multi threaded, it’s a matter of adding more threads which can dynamically selected based on the host hardware. AAA game studios are going the bad practice route.

      I understand if they port an algorithm optimized to run on specific hardware as it’s. But, a thread count?

      • Nighed@sffa.community
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        2 years ago

        There is only so much that can be multi-threaded, beyond that the overhead just slows things down (and can cause bugs)

        More simulation type games (city skylines etc) can multithread more (generally) while your standard shooter has much less that it can do (unless you have AI bots etc)

      • ඞmir@lemmy.ml
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        2 years ago

        it’s a matter of adding more threads

        You can’t ask 300 people to build a chair, and expect the chair to be finished 300x faster than if a single person would build it.