Otter said: Priority in a pipeline is orientated around opportunity cost, the reward of actually taking on a task. |
Opportunity cost is the cost associated with performing that task rather than another task, not "the reward of actually taking on a task." This is why I mentioned that pipelining in software development (including game development) can work to reduce the effective total time lost -- aka opportunity cost. Think of it like pipelining in a CPU. If you aren't using the resources for something else because there is latency from another resource finishing up its step in the process (such as developing the content to be QA'd), then that resource could do a different thing (such as QA different performance configs in already produced content.)
See: https://cs.stanford.edu/people/eroberts/courses/soco/projects/risc/pipelining/index.html
Given that Starfield's development team will likely be doing a lot of the necessary work to make performance modes already (on PC's of comparable specs to the Series X and S) a lot of the work that needs to be done is already being done for other purposes anyway. It's not as if Starfield is an Xbox exclusive and not already running on other performance-tiers.I don't know where you got the idea that creating a performance profile is some long arduous task with a significant marginal cost, but that isn't true at all. The PC version will have consumers optimizing it within a week on a multitude of platforms to hit different targets. Pick the best config that works well on comparable hardware to the Series X and S, then use maybe a bit more time to actually test it on a dev-kit, likely will get better results than those PC players got because of the closed-platform, and then there you go. Yes, it will likely take months for every person in the pipeline to get their part done, but not months worth of dedicated full-time effort on the part of everyone involved. It would be something one would work on while one is waiting for other more critical things.
As to your second point, much of the interactivity we've seen so far in Starfield isn't much of a massive improvement over what we've seen in past Bethesda games. But even if it were, we've seen games with a high degree of interactivity and open-worlds that have multiple performance modes, and have had a long list of performance updates. Red Dead Redemption 2 and Cyberpunk 2077 are very notable examples, where interactivity is on-par if not in excessive of most Bethesda games. If you want to make your point stronger, it'd help if you were more specific about what in Starfield you think would add complexity to the addition of a performance mode and the actual technical reasons for it.
Last edited by sc94597 - on 14 June 2023