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StubbinMyToe

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About StubbinMyToe

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    (2) Evoker
  1. It's incredible how arrogant you are. You don't need to be able to write code to observe how **** an engine performs, especially when you have other engines to compare it to. I have already explained IN DETAIL, go read it. I am not arrogant, I just have a low tolerence for people who make statements without having any knowledge about software development. I am done with you, come back when you have a clue. Edit: I finally found out how to ignore this kid.
  2. Wrong, the fastest games were writtten in Assembly language and eventually C, then C++. C# and Java are higher level languages, but they are perfectly capable of producing very fast games, it all depends on the skill and knowledge of the developer! And regarding DirectX, it is as fast as possible to write to a graphics card without creating your own device drivers! Do you know how DirectX functions under the hood? I do! Which ones were written in assembly language? I hope you're not talking about pre 95' engines? I'm dying to see fast engine made by c# or java (or any other applic
  3. When games A and B do a similar thing but B has half the framerate while consuming double the memory and CPU/GPU processing power, then it is a simple judgement to say that B is less efficient than A. You don't need to run a profiler, debugger or other monitor to see the results. With PoE's fixed perspective view, valid comparisons can be drawn with earlier games like Temple of Elemental Evil (min spec 700MHz CPU, 128MB RAM, 32MB GPU) or Beyond Divinity (800MHz PIII, 256MB RAM, 64MB GPU). PoE's min spec (2.5GHz Core i3, 4GB RAM, 512MB GPU) is completely out of line. Just none you'd care to
  4. Wrong, the fastest games were writtten in Assembly language and eventually C, then C++. C# and Java are higher level languages, but they are perfectly capable of producing very fast games, it all depends on the skill and knowledge of the developer! And regarding DirectX, it is as fast as possible to write to a graphics card without creating your own device drivers! Do you know how DirectX functions under the hood? I do!
  5. PoE works fine, even maxed out on my gaming laptop, perhaps your computer is the issue? Until you are able to see the code, you are just blowing smoke. Unity has MANY successful games, it has for many years, how about you post some reliable counter?
  6. Exactly right, and with deadlines being what they are today, developers do not write as much custom engine code as they used to. Hell, back when I started developing (8 bit computers) we packed a big punch into games by using assembly language, people do not use asm today, they rely on high level languages like C/C++/Java/C# and high level SDK's such as DirectX to access the hardware for them. Now today cross platform is a huge thing, and maintaining your own cross platform engine is a huge undertaking. We did this at Adobe, had our own framework to develop for mac and pc at the same time,
  7. You don't need to be a developer to know what framerate you're seeing from a game, or how much system/GPU memory it is taking. And there are several examples of Unity games showing significantly higher memory utilisation and poorer performance compared to those using "native" engines, such as Legends of Aethereus or Dreamfall Chapters. Based on Unity output logs I've received following a crash, Legends of Aethereus had 240MB allocated yet ended up using 2GB. Dreamfall Chapters reported 800-900MB allocated when it took up 2.8GB. Not (yet) seen Pillars use more than 1.6GB, but this is a spec
  8. Stop kidding. Divinity: Original Sin is in 3D and its characters have more polygons than PoE. D: OS is running wonderful on high details on my box. PoE slows down from time to time in some locations. i7 3770k 3.5GHz, Geforce 660 GTX Titanium 2GB, 16GB RAM. PoE looks worse than Temple of Elemental Evil (and ToEE had beautiful trees in 3D), but runs much worse. It's messed up Unity engine which is terribly slow. It's also the case in Wasteland 2. He's talking about Unity engine in specific. It handles 3d models horribly. Divinity: Original Sin has nothing to do with it, since Larian used th
  9. You just summed up every Unity 4 game. You need to learn a thing or two about Unity and development before making such ignorant statements. There's 3 choices really: - Either Unity is **** and that's why every game developed on it is either some mobile game or an unoptimized pc title; - Or the devs just don't know what the **** they're doing but they just keep using unity because hey it's free lol Unity IS a steaming pile of **** when it comes to using resources efficiently. it is no coincidence that almost every game released on Unity seems to have the same problems. I unders
  10. You just summed up every Unity 4 game. You need to learn a thing or two about Unity and development before making such ignorant statements.
  11. Then we would need a kickstarter for the Unity engine. The reason behind the large "hotfixes" and patches (also seen at Wasteland 2) is the Unity engine, which makes it impossible to do small stuff without having to update everything else. so go, tell Unity they need a kickstarter for better patching experience. I doubt they'll listen. ^^ Hate to be "that guy" - But making patches that only change file DIFFERENCES have been around since the days before the floppy disc. If Obsidian can't be bothered to do that, you're getting those filesizes when changing a few simple text files wit
  12. It does impact everyones play if the developer is wasting time implementing a useless feature. Here is an example of thinking out a battle sort of the way it should be done. If he would have been more careful and gotten off the traps before the fight, it would have been better! If there was a con feature, he probably would not even have tried! Anyway, this is what makes people like CRPG's that don't hand hold, check it out: https://www.youtube.com/watch?v=qFrfcKroZsM&feature=player_detailpage#t=201
  13. DLL's do in fact contain executable code, it is dynamically linked (as opposed to a statically linked .lib file) to applications. When an application that is dependant on the DLL is loaded, so is the DLL, and when the dependant functions are called, they execute code in the DLL that is loaded in the same process address space as the application. In addtion, many applications share the same DLL's, for example the Microsoft C/C++ runtime DLL's. If one was infected with a virus, any application that uses it will be executing the infected code.
  14. Problem is they have more important things they could do, like fix all the bugs. Adding hand holding features that are not required except by people playing at difficulty levels they are not capable of is just a waste of time. A bit of common sense and reading can avoid most all deaths in this game provided you know what you are doing and not playing beyond your ability.
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