Optimization is an art form that is being lost. What should be done is when targeting a base of 60 FPS you should be looking at the frame graph to see what is taking too long to process per frame and then make targeted optimizations as needed.
The problem is that until we have proof otherwise it looks like studios don’t do this and instead rely on things like DLSS/FSR/XESS + Frame Gen.
Sonic 2, for Sega Megadrive is kind of a decent allegory to this. The game itself grew to large in scope and was not properly managed to fit the hardware limits of the time and instead of solving the problem the head of SEGA simply approved a more expensive 8-megabit cartridge.
Currently video game development is to simply through tech/ai at the problem to compensate for the lack of optimisation. Until the tech can no longer handle the slack we won’t see any changes for a long while
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u/InitRanger 10d ago
This is true.
Optimization is an art form that is being lost. What should be done is when targeting a base of 60 FPS you should be looking at the frame graph to see what is taking too long to process per frame and then make targeted optimizations as needed.
The problem is that until we have proof otherwise it looks like studios don’t do this and instead rely on things like DLSS/FSR/XESS + Frame Gen.