Say we have a scene to render and a frame can be rendered in 10ms given the chosen game engine or graphics API or whatnot. There is a hypothetical optimum code for rendering that scene that can do it in less time. And the delta between those times is the price you pay for API abstractions, human abstractions (eg. maintainable code vs clever code), and other things.
Is this a concept with known terminology?
I was thinking tonight, “my hardware is running this game at 45FPS and I know that it could hypothetically be WAY faster if we put a ton of money and brilliant engineering behind it.”
And that got me thinking about how you would go about measuring efficiency loss or waste. We’ve all experienced it: two comparable games running at vastly different performances given the difference various technical and business choices made.
Furthermore, I’ve been very curious about why there isn’t a tool that can provide a concrete answer to, “what part of my PC is bottlenecking performance?” I’ve been playing a game that’s running slow and noticed GPU is never above 80% and CPU is pegged at 100% so I shuffled my computer hardware to essentially upgrade my CPU by a lot. Didn’t have any effect.