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(+1)

I accept the situation and would rather push the situation off of a cliff. XD


Real talk: I would rather have this situation happen than never happen at all. The only folks who would suffer from the RAM shortages are the folks who NEED to have 4K resolution, that high rez refresh rate and a cutting edge that would make the closest goth reconsider their life-style and turn to either religion or music.


The other half that it could be good for us besides shitting bricks at the Ram prices we need to pay to build new rigs (PEOPLE ARE ASSEMBLING THEIR OWN RAM FROM SCRATCH NOW!! THE CHIPS THEMSELVES ARE MORE INEXPENSIVE THAN THE RAM ITSELF!!! GOOGLE IT!!!), It brings a new problem to developers and the big AAA developers need to swallow their pride on this one too; NOONE will be able to run whatever resource chugging game they publish this year. If noone can run their game, then their sales suffer and the company suffers... and they want to KEEP THEIR JOBS, they need to do what programmers have been doing since the 1940's; work within the limitations of their mediums and stretch it as far and thin as possible. (1940's, WW2, first complex computer used to decipher the Enigma coded messages from Germany. The first computer had to decode those messages and they had to work within the limitations to get shit decoded.)


That's what programmers had to do with the Atari, the NES, the SNES, they did even HARDER WORK WITH THE SEGA GENESIS, The PS1 and the N64... To this day, Resident Evil 2 for the N64 is a FU***NG MASTERPIECE OF SOFTWARE ENGINEERING!!! No cut levels, were able to cram ALL OF THE CUTSCENES without losing any quality or shrinking the video and they were able to cram all of this onto a 64MB OF SPACE ON A CARTRIDGE FROM A GAME CD THAT TAKES U P 700MB!!

The big complaint here, is that the modern developers don't try to optimize their titles anymore, they don't bother bug fixing often or try to plug memory leaks. They expect us to have the appropriate hardware to RUN the game and the expectations are tone deaf to all of us...

The TL:DR of my whole post: I'm somewhat glad it's happening as it is leading to something that has been needed for a long time. Problem Solving, Engineering and working for solutions.

(+1)

Yes I agree with this, in this post there was a topic of optimizing software and I can see that programmers take more time and resources to focus on optimization. That means probablly some big budget cuts in companies and problems on the oversaturated job market. But I agree with you, that kind of reset was needed for quite a long time

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Well, here's sort of the messed up part.... They are going to be spending far more money now Optimizing these games.


One of this industries biggest engines to build games on, Unreal Engine, doesn't have the option or options to 'optimize' the projects built upon it as that thing was made to run on the TV of some Rich Prince from Saudi Arabia. Before Unreal took over, companies had to come up with their own rendering software, game engines and optimize it as best they could to run on almost all computer architecture or the most popular machine to date; As there is no other computer program LIKE a video game where instead of processing data sheet, data tables and trading that info with another computer; it has to do that with triangles, square's and bitmaps...


But with a massive chunk of the industry running Unreal Engine, a platform with more bugs and security issues than the next Windows 11 update; they now have 4 roads, all of those roads are going to BURN more money. From the worst option to the best one...

Road #1; Build/Derive a new game engine with all of the optimization built in, This kind of work can take months to a few short years as a lot of the college grads being pumped out don't even know how to do basic geometry; just click the button in Unreal Engine and it makes the balls bounce. They will be wasting time developing that engine and moving all of the game elements & resources over while bug fixing that mess and all of the problems that come with it. The upside to this though is they will have an engine they own, proper documentation for it and can build upon it or improve it and even license it out to colleges to train the next generation of develoeprs.

Road #2; Finish their projects, put them out to pasture; let the chips land where they fall and start making hard decisions of who to cut.

Road #3; Debug the mess, scale back to current project, get it out the door. Then proceed to perform Road #1 by any means necessary; fire the bloat, keep the eggheads who know the difference between machine code and data pointers, get them to build a new engine by any means necessary.... And it will be balls hard, but with the industry as it is as it changes, they don't have much of an option....

Road #4; Try to optimize Unreal Engine... Which I laugh at... Unreal Engine is a nightmare to optimize.