Comment by 12_throw_away
2 days ago
> isn't this handled at the compiler level? I.e. lower level than game devs worry about.
But game devs (at least of a certain type) are notorious for thinking about low-level hardware performance right from the start. As a class I'm pretty sure game devs use godbolt much, much more than your typical developer.
Sadly, nowadays very few, if any, game developers care about performance or optimizations. Look at recent headline about "Helldivers 2 devs slash install size from 154GB to 23GB" and it was done by simply deduplicating assets. Gone are the days of finding inredible ways to use less opcodes that game would feel smoother.
But ... all that duplication was being _done on purpose to achieve better performance_ due to low-level concerns about access times on legacy HDDs?
As far as I can tell, there was no actual low-level optimization being done. In fact, it appears they did not even think to benchmark before committing to 130gb of bloat.
This reads to me as "we did a google search about HDD loading times and built our game's infrastructure around some random Reddit post without reasoning about or benchmarking our own codebase at any point, ever".
I think we can all agree that performance is often an afterthought to game developers, particular in bigger productions, but HD2 is sort of a bad example for that.