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Comment by MangoToupe

2 days ago

> * re-test ... the entire game

That seems a bit absurd. Surely many parts of the game won't likely have bits of code that interact with architecture in unique ways. Especially if you wrote the game in relatively portable code to begin with (as WoW almost certainly was).

I mean idk, maybe windows arm64 is a uniquely nasty target. But i'm skeptical.

> Surely many parts of the game won't likely have bits of code that interact with architecture in unique ways.

I came across a performance-killing bug that made the game unplayable (less than 1fps on a Mac Studio). It happened in a couple of dungeons (I spotted 2). From my tests it was caused by a specific texture in the field of view at a certain distance. There was no problem on Intel Macs, AFAICT. My old MBP was terrible but did not get any performance hit.

This is what can happen any time you don’t test even a tiny corner of the game. Also, bear in mind that this depends on graphics settings and you get a nightmare of a test matrix.

  • > From my tests it was caused by a specific texture in the field of view at a certain distance.

    Surely that's a GPU thing and not an CPU thing, yea? Or was something about the texture processing architecture-dependent?

    • On a Mac Studio it’s kind of the same thing. It’s the GPU core that was in all M1 chips. I could not reproduce it with AMD GPUs, but I also did not try very hard. I remember being annoyed because I always needed to remember to look away when we were doing these instances otherwise we’d fail it because of the time it took to get out of it.

      The core issue is that something slipped through the cracks. I don’t blame them, it’s a huge game and testing takes quite a lot of time. But testing does matter.

I mean you can release it with loads of parts untested and just _hope_ there aren’t bugs there, it’s definitely an option. It’s risk vs reward there.