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submitted 1 week ago by cm0002@lemy.lol to c/gamedev@programming.dev
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[-] Khrux@ttrpg.network 1 points 6 days ago

I did hear a point about general game dev trends which is how optimisation wasn't really a step in older games like it is now. When confined to the MB scale, or even just the finite scale of a single disc, the process wasn't one of bloat and then half-arsed optimization but hyper optimised from the get go. I don't think this shift is entirely the performance budget of modern games, but the multi-platform, limitless upper end, no disc limit design of modern games.

this post was submitted on 18 Jul 2026
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