This is what happens when you let proper coders go and just fill your team with Unreal Engine 5 'devs' who throw every asset they can lay their hands on at it.
And then there's that whole RAM issue...which wasn't thought of at 'conception'.
I say we just use pajeets for coding until the brains start being paid for their worth in the West.
But please do stay tuned, the finest 'coders' in the industry will be around any minute to say how this LEGO game needs all these resources :p
Part of the RAM problem is Windows not having overcommit and how that interacts with the GPU.
If the game is using 8 GB of textures then that's filling up the graphic card and also reserving 8 GB of system memory that's unused unless something else uses GPU memory.
So a game with 8 GB of textures and 8 for the game itself needs 16 GB RAM, or you can run it with 8 GB RAM and 8 GB swap - which works ok because it's not actually used, unless you run two games and then the system dies from swap.
In Linux there's overcommit so you'd only need the 8 GB and if you run two copies at once one just crashes out.
Best coders 25 years ago were Argentinians, Russians and Indians. Still the best today, but there's plenty of upstarts from Philippines, China and Nigeria to keep the competition lean.
Unreal Engine 5 devs in the West were lobbying to get a union while working on boss systems, actual hungry and skilled coders were looking to maximise what they could get their hands on and live off of crumbs until the big payday came.
Survival of the fittest, and bloat isn't fashionable to get ahead.
Those working Sharepoint properly in the year 2000 are running companies today and advising governments on IT infrastructure. Those coding games on their phones using Slack today will be replaced by AI written by those companies and governments.
RAM prices going up is exactly what the games industry needed to happen to it to show that it's all fluff (And expensive fluff at that).
Tight, responsive games that work across most machines is where the money is. Always has been. You get in early there you can milk DLCs and/or microtransactions like GTA V did.
Bloatware, behind DRM gates, that lectures to people who worked hard to play it - isn't going to sell.
Pajeets are hungry, they work hard, they will find the line - just for a nibble.
The existentialist crisis coder in Vancouver will be so full up on social media drama that they wouldn't know the difference between a bit, a byte and bite.
Marxist coders versus actual communist AIs or pajeets. That's where we are :)
Or we could go back to populating game dev with people like John Carmack. If you compare the dregs of the West to the outliers of the third world then yeah they look better, but if you compare like to like then that gap is going to become vanishingly small, if not inverted.
But while those in vogue decide what a game should be, those making the games just up their ante as to what the actual game is.
There's no shortage of skilled people who could be the next 'big thing'. Just a shortage of people who understand what the backbone of gaming is.
So while Tilly and Lilith enjoy their wheatgerm macchiatos telling the world that they are wrong on whatever is fashionable social media the rest of the world became the game.
This is what happens when you let proper coders go and just fill your team with Unreal Engine 5 'devs' who throw every asset they can lay their hands on at it.
And then there's that whole RAM issue...which wasn't thought of at 'conception'.
I say we just use pajeets for coding until the brains start being paid for their worth in the West.
But please do stay tuned, the finest 'coders' in the industry will be around any minute to say how this LEGO game needs all these resources :p
Part of the RAM problem is Windows not having overcommit and how that interacts with the GPU.
If the game is using 8 GB of textures then that's filling up the graphic card and also reserving 8 GB of system memory that's unused unless something else uses GPU memory.
So a game with 8 GB of textures and 8 for the game itself needs 16 GB RAM, or you can run it with 8 GB RAM and 8 GB swap - which works ok because it's not actually used, unless you run two games and then the system dies from swap.
In Linux there's overcommit so you'd only need the 8 GB and if you run two copies at once one just crashes out.
You do realize that's part of how things got this bad, yes?
Nope.
Best coders 25 years ago were Argentinians, Russians and Indians. Still the best today, but there's plenty of upstarts from Philippines, China and Nigeria to keep the competition lean.
Unreal Engine 5 devs in the West were lobbying to get a union while working on boss systems, actual hungry and skilled coders were looking to maximise what they could get their hands on and live off of crumbs until the big payday came.
Survival of the fittest, and bloat isn't fashionable to get ahead.
Those working Sharepoint properly in the year 2000 are running companies today and advising governments on IT infrastructure. Those coding games on their phones using Slack today will be replaced by AI written by those companies and governments.
RAM prices going up is exactly what the games industry needed to happen to it to show that it's all fluff (And expensive fluff at that).
Tight, responsive games that work across most machines is where the money is. Always has been. You get in early there you can milk DLCs and/or microtransactions like GTA V did.
Bloatware, behind DRM gates, that lectures to people who worked hard to play it - isn't going to sell.
Pajeets are hungry, they work hard, they will find the line - just for a nibble.
The existentialist crisis coder in Vancouver will be so full up on social media drama that they wouldn't know the difference between a bit, a byte and bite.
Marxist coders versus actual communist AIs or pajeets. That's where we are :)
Or we could go back to populating game dev with people like John Carmack. If you compare the dregs of the West to the outliers of the third world then yeah they look better, but if you compare like to like then that gap is going to become vanishingly small, if not inverted.
That's EXACTLY where we should be going.
But while those in vogue decide what a game should be, those making the games just up their ante as to what the actual game is.
There's no shortage of skilled people who could be the next 'big thing'. Just a shortage of people who understand what the backbone of gaming is.
So while Tilly and Lilith enjoy their wheatgerm macchiatos telling the world that they are wrong on whatever is fashionable social media the rest of the world became the game.