Davy said:
I don't know how it is possible to downscale a 30 teraflop game to a 2 teraflop machine without compromise the game itself. |
Imagine it like only 1 "terraflop" is being used to mechanise/enable the game world, a.i etc , the rest is being used to add fidelity and performance.
This is the reality for 95% of games. Remember that Switch titles Zelda Breath of the Wild, Tears of the kingdom and Donkey Kong Bonanza are probably amongst the more complex CPU gameplay systems in recent AAA titles. They're more interactive than a lot of their Playstation 5 peers. For the most part modern games CPUs are just taxed through busy crowds etc.
A lot of GPU power just goes towards fidelity features, crowd/enemy density, both of which can often be scaled back. The rest towards performance goals like 60fps.
Some of this is maybe criticism on the state of creativity within the industry but it's mostly just diminishing returns. You only need 3 colours (RGB) to make all the colours visible to the eye, so even though someone with 30 colours can be more efficient and creative, whatever they're doing can technically be made with 3. Now replace colours with "flops" lol.
There maybe areas like AI driven contexual animation, NPC interaction or physics that will be computationally very complex in the future but for now developers are sticking with the tried and tested/scripted approach and rarely do games function depend on GPU bottlenecks.
Last edited by Otter - 7 hours ago






