this post was submitted on 12 Jun 2023
71 points (100.0% liked)

Gaming

34160 readers
16 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 4 years ago
MODERATORS
top 50 comments
sorted by: hot top controversial new old
[–] ComputerSagtNein@lemm.ee 1 points 2 years ago (1 children)

I think they should at least give console players the choice between 4k 30 fps or 1080p 60 fps Let's be realistic here, 4k 60fps for a game of this size in this engine will require a BEEFY machine, nothing a current gen console can offer.

[–] semibreve42@lemmy.dupper.net 1 points 2 years ago (1 children)

The game is probably CPU bound not GPU bound, based on past bethesda games. If that is the case, decreasing the resolution will not necessarily increase the frame rate a proportional amount.

[–] ComputerSagtNein@lemm.ee 1 points 2 years ago* (last edited 2 years ago) (1 children)

Idk, if they release a game in 2023 that is still CPU bound that would be a big L from them. I really hope that's not the case.

Especially because I bought a freaking 7900 XTX mainly for Starfield :D

[–] Celediel@slrpnk.net 2 points 2 years ago (3 children)

Idk, if they release a game in 2023 that is still CPU bound that would be a big L from them.

This is Bethesda were talking here lmao. Starfield is still running on the Creation Engine, which they've been hacking together since the Morrowind days.

load more comments (3 replies)
[–] Steinsprut@szmer.info 1 points 2 years ago (1 children)

Oh come on Todd, if there's headroom you could've at least give an option to run it at 40 fps

[–] beefcat@beehaw.org 0 points 2 years ago

40 FPS is such a good compromise. It feels great on a compatible TV.

[–] puck@lemmy.world 1 points 2 years ago (1 children)

Not a deal breaker for this kind of game but a 60fps performance mode on series x at 1080p would’ve been a nice option.

Playing TOTK right now on switch and it really proves how great games can overcome technical limitation. A masterpiece at 30fps is still a masterpiece. Here’s hoping Starfield can deliver as a great game first and foremost.

[–] beefcat@beehaw.org 2 points 2 years ago* (last edited 2 years ago) (1 children)

If the bottleneck is something like AI or physics calculations on the CPU then lowering the rendering resolution won't help achieve a higher framerate unfortunately.

I suspect most games shipping this gen without 60 FPS modes are CPU bound.

[–] FirstResident@sh.itjust.works 1 points 2 years ago

That's a great point.

[–] farizer@discuss.tchncs.de 0 points 2 years ago

The game isn't even out yet and it is already a disappointment

[–] idle@158436977.xyz 0 points 2 years ago (1 children)

So on a series X you are forced to run it at 4k?

[–] EnigmaNL@feddit.nl 2 points 2 years ago

I think that's just the display resolution. I expect this game will use dynamic render resolution like most games these days. The render resolution will probably not hit 4K often (if at all).

[–] ThatGuy@lemmy.world 0 points 2 years ago (4 children)

As someone who doesnt mind 30fps, there shouldnt be games running at 30 on new gen hardware anymore lol

[–] Cryst@lemmy.ca 0 points 2 years ago (2 children)

If you target 60 fps you have to be more conservative woth poly counts, draw calls, shader complexity, rendering capabilities etc. You get have more you can play with on the rendering side and can technically have better visuals. It's a dev decision. Devs will always need to make that decision until there are not hardware limitations.

[–] Lols@feddit.nl 0 points 2 years ago (1 children)

and in this case rhey made the wrong decision imo

games like minecraft, runescape or WoW are still popular, why the hell are studios spending this much of their performance on having 4k resolution on every rock, tree and dust mite

[–] maynarkh@feddit.nl 0 points 2 years ago (1 children)

Beth has historically had to make serious gameplay concessions because of consoles. Console limitations killed open cities and levitation on their engine in Oblivion.

I don't mind if they play it safe with Starfield.

[–] HannahBecz@beehaw.org 0 points 2 years ago

And the PlayStation ports of their games were always terrible. Like the further south you went in Oblivion the longer it would take to load a town. Sometimes Leyawin would take 5+ minutes to load.

Skyrim had that stuff with data corruption and the upside down dragons.

While I don't remember, I'm sure the fallout PlayStation versions had their own issues. So I'm glad Bethesda is solely Xbox/pc now because the PS versions were a distant afterthought anyways.

30fps is fine so long as it's not a crutch. And since it's on game pass day one, if it's terrible all I've done is waste bandwidth downloading it, and not $70.

[–] Jinxyface@lemmy.ml 0 points 2 years ago

Double the frame rate is always better than marginally better visuals no one would even notice unless you have a magnifying glass to compare side by side

[–] kris40k@beehaw.org 0 points 2 years ago

This right here. As a 40+ gamer, I don't mind 30fps. Been dealing with lower fps for a long, long time and its fine for me. But that just seems like an unreasonably low expectation of a AAA video games these days.

[–] cave_sword_vendor@lemmy.world 0 points 2 years ago

What's really weird to me is the hard 30fps cap. Why not have at least an option to disable the cap and let VRR do it's job?

[–] crisinho@feddit.de 0 points 2 years ago

I love how Microsoft said that with their exclusive titles they'll only have to focus on one console and as such the performance will be better. Now here we are and seemingly all of these titles run at 30 FPS. I just hope they will offer a performance option if it is run on a lower resolution. Having these options is exactly what keeps me on the PC platform.

[–] shannduin@lemmy.ca 0 points 2 years ago

Part of me hopes that they do a demo or open beta or something so that we can see what it's like at 30fps

[–] smolgumball@lemmy.world 0 points 2 years ago* (last edited 2 years ago) (1 children)

I'm curious about this kind of thing from an engine and console architecture perspective. Any gamedevs able to shed some light?

I work in the industry, but not directly on low-level engine implementation details. Personally, my gut thinking is that the Creation Engine is falling behind in terms of modern asset streaming techniques.

Similarly, I wonder if a lack of strong virtualized geometry / just-in-time LOD generation tech could be a huge bottleneck?

From what I understand, efforts like Nanite in UE5 were an enormous engineering investment for Epic, and unless Bethesda has a massive engine team of their own (they don't), they simply won't be able to benefit from an in-house equivalent in tech.

Ultimately, I do think the lack of innovation in the Creation Engine is due to internal technical targets being established as "30FPS is good enough", with frame times below 33ms being viewed as "for those PC gamers with power to spare."

[–] MachineTeaching@feddit.de 0 points 2 years ago

My best guess would be that the engine just has vast amounts of technical debt. Skyrim (pre-LE at least) had a savegame corruption bug that has been around since Morrowind. And while I'm sure they have rewritten huge parts of the engine over the decades it's not rare to see bugs persist over generations, and modders complaining loudly about it. The engine has never been great about asset streaming either so no surprise here.

[–] smolgumball@lemmy.world 0 points 2 years ago

I'm curious about this kind of thing from an engine and console architecture perspective. Any gamedevs able to shed some light?

I work in the industry, but not directly on low-level engine implementation details. Personally, my gut thinking is that the Creation Engine is falling behind in terms of modern asset streaming techniques.

In an imaginary world where I've poured over Bethesda's engine source for days, I wonder if I might discover that:

  • Asset formats and/or orchestration code used for asset streaming in the Creation Engine are not optimized to a degree where scene graphs can be effectively culled based on camera frustum or player proximity without noticeable dips in frame-time. It simply takes too long to pause actor simulations or too long to stream assets back into memory and reintroduce objects to the scene graph

  • Virtualized geometry or other magical low-overhead auto-LOD solutions aren't in place. As far as I understand it, efforts like Nanite in UE5 were an enormous engineering investment for Epic, and unless Bethesda has a massive engine team of their own (they don't), they simply won't be able to benefit from an in-house equivalent in tech

load more comments
view more: next ›