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#41
This went from merely pointing out on my end that compression is not uncommon because you were trying to say that it is when its not.
This is also incorrect information. Not the case Compression is used in game assets, its common because it needs to be.
Using 2k and 4k maps its easy to saturate VRAM fast compression is needed to get around that. The math i displayed earlier is showing you as an example that it scales up as map size gets bigger that was the whole point of the example, just use that example but plug it for 2k maps and then 4k maps and you will see how fast it scales. 8GB is bare minimum these days but it does not take long to saturate that.
I never said that its not possible for games to push the boundary of requirements because that is possible we already know computers is a conglomerate so games push the boundary it means that GPU manufacture gets throwback it means that semi conductor manufactures gets a throwback etc it means youtube infulecencer get to make content about the new improved or revised parts or systems and bad publicity is still publicity.
It is also more common in games these days to have poor memory management because memory management can be tricky.
The above screenshot is playing the game, the second screen shot is exiting from gameplay back to main menu but there is a memory leak as the game is not releasing memory. This is something that went on for years in this game. I kept making enough noise and they have finally after years just started addressing this issue.
This is not uncommon either but basically games need to address memory management early on in the stack, the average user on this game will bring the argument that the game is not optimized because it in alpha well its been in alpha for 10 years and performance of this degree is not abstract. Performance is something that need to be addressed at the beginning. Not right away but definatley not after years of dev time.