- cross-posted to:
- games@lemmy.world
- pcgaming@lemmy.ca
- pcmasterrace@lemmy.world
- cross-posted to:
- games@lemmy.world
- pcgaming@lemmy.ca
- pcmasterrace@lemmy.world
cross-posted from: https://lemmy.world/post/49735285
cross-posted from: https://lemmy.world/post/49735285
As a game dev, that sounds so complicated to implement. Showing numbers for what is currently happening sure, predicting what will happen and graphs and whatnot? I hope I’m not the one doing that
lol I imagine you have to just be like a meteorologist and ballpark it by squinting hard and nobody can say anything if you’re wrong
I’m with you, but I think they (large studios/publishers) may have that data anyways from their QA or when checking system requirements. They do not need to be completely precise. Even something like „well we’re using 6 GB VRAM, 4GB of that are textures. Increasing texture quality to the next tier is roughly a 25% increase in texture size, so it will probably take an additional 1GB of VRAM“ can go a long way to help gauging whether that setting might be bad for performance or not on your machine