Interesting take on comparability vs performance. I gotta imaging capturing user data and sending to a cloud collector is also a big culprit.

  • PeterPoopshit@lemmy.world
    link
    fedilink
    English
    arrow-up
    10
    arrow-down
    3
    ·
    edit-2
    1 year ago

    Stop buying games that need 220gb of drive space, an Nvidia gtx 690000 and a 7263641677 core processor then. More than a 60gb download size means I pirate it unless it’s a really really damn good game. Games with no drm that can be run without a $20k computer, I buy.

    • AProfessional@lemmy.world
      link
      fedilink
      English
      arrow-up
      28
      ·
      1 year ago

      Games are far from the worst examples of this. Largely games are still very high performance. Some lax policies on sizes are not the norm, most data is large because it’s just high detail.

      The real losses are simple desktop apps being entire web engines.

      • Richard@lemmy.world
        link
        fedilink
        English
        arrow-up
        4
        arrow-down
        1
        ·
        1 year ago

        Games are definitely not very well optimised. For one, most indie publishers are artists rather than software developers, which means that they do not have the technical expertise to properly program their applications, especially on the OpenGL/Vulkan/Direct3D side of things. Large video game corporations, in contrast, are indeed quite capable of reducing the hardware requirements and increasing the performance of their games, but they are often not willing, as became particularly evident recently with Jedi: Survivor, where a major public outcry was required for them to fix the game’s performance problems, which they have done quite competently.

        • DarthBueller@lemmy.world
          link
          fedilink
          English
          arrow-up
          4
          arrow-down
          1
          ·
          1 year ago

          Most indie 3D games are not programmed from scratch, working directly with Vulkan, OpenGL, etc. Instead, they’re using a licensed game engine like Unreal. A lot of AAA game houses didn’t like the game engine license fees eating into profit margins so they came up with their own engines that they maintain internally with varying levels of success.