How can Skyrim be so unoptimized? Modders do better job than Bethesda
forums.bethsoft.com
forums.bethsoft.com
Most likely explanation: PC port was crashing, they disabled optimizations, it stopped crashing. Been there, done that. Drop dead release date approaching, no time to find the root cause. Maybe the PC game already crashes enough that the people who pick up this patch don't notice that it's crashing more now.
Dunno. The forum thread just makes my head spin with naivete. As a former game developer, I'm reminded why I could only ever read forums with one squinted eye open, head turned to the side.
I'm also a former game developer and I see both sides of it.
To be honest one thing that I think is true is it's probably not some hacker's fault - the marketing and politics BS that goes on with respect to choice and support of platform when making AAA games is really horrible sometimes.
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Wait, we are talking about C++ programming, right? ;)That sounds appalling. This is not some tricky algorthm-level optimization - they seem to have simply disabled compiler optimizations. Or forgot to reenable them for the final release. Inlining a function should have zero impact on the QA process (some try to explain the lack of optimization by the need to 'fix' bugs). If it does, then there is some sort of memory corruption bug somewhere, and the code should fail QA anyway.
Ensuring compiler optimizations are active would be the first low-hanging-fruit thing to come to anyone's mind when considering performace. The fact that it was 'forgotten' means that no one even considered performance during the whole development process. Not even in the "let's leave it to the compiler" form.
It's entirely possible, for example, that the relevant code came from a 3rd party library that the game was statically linked against; or that they had to disable optimisations in parts of the code because they were found to cause bugs elsewhere.
Creating a rich interactive world the size of Skyrim is a considerable technical achievement, so I certainly don't think you can accuse the developers of incompetence.
Or it could be raw assembly code or inline assembly. These would usually not be optimized.
Well that is exactly what I meant. Compiler optimizations by themselves do not cause bugs - they reveal bugs. They are specfically designed to be sematically equivalent[1]. Without the compiler optimizations the bugs may not manifest themselves, or only manifest themselves in particular conditions that may not be spotted by QA - but the bugged/unsafe code is still present. Any functional discrepancy between compiler-optimized and non-optimized code should be cause for concern.
>Creating a rich interactive world the size of Skyrim is a considerable technical achievement,
I wouldnt say that the size is a technical acheivement - the credit would mostly go to the artists there - and they did an amazing job. Although it would cerainly not be possible without a decent quality engine.
Don't get me wrong. I really like skyrim, and have spent a lot of time with it. But I simply get the feeling that performance receives less and less attention in the modern products.
This is incorrect. Optimizations do often reveal bugs rather than causing them, but turning on optimizations can also cause bugs in itself. See for example:
http://gcc.gnu.org/bugzilla/buglist.cgi?short_desc=optimizat...
> Any functional discrepancy between compiler-optimized and non-optimized code should be cause for concern.
I agree that functional discrepancies are a cause for concern, but compilers have bugs too (and games programmers tend to push the limits).
That aside, sometimes compilers themselves have bugs as others have pointed out (I found one once involving a combination of python, boost, exceptions and the Intel C++ compiler - which only happened at -O3, not at -O2). Or you might not be able to use certain settings because it would be incompatible with some thirdparty library that you don't have the source to.
Re: the size, the technical achievement is in managing all the content, how you interact with it and how it interacts with itself, etc. It's doing quite a lot of I/O to pull in the right assets at the right time - not to mention some computational geometry to figure out which are the right assets; running lots of AI for the creatures & NPCs; balancing memory usage between RAM & VRAM; simulating a night & day cycle, with weather too; rendering it all in (usually!) less than 30 milliseconds; and more besides. I certainly don't mean to play down the achievement of the artists involved, but don't underestimate the technical side either!
Incorrect, and naive in the extreme.
> They are specfically designed to be sematically equivalent
Unconvincing. Machines are specifically designed to not blow up, and yet they do.
> But I simply get the feeling that performance receives less and less attention in the modern products.
I agree, but often we gain something in terms of the scope of games that a team can create. If you want to make a movie, you probably shouldn't start by designing the camera.
Compilers are programs too. They have bugs. In an ideal world, they do not generate broken code. In the real world, they do.
For the type of vector arithmetic you do in games, SSE (much less later flavors like SSE2/3/etc.) is a big win. SIMD instructions for number crunching is huge.
Your example there is more GCC being shitty than anything else.
And angersock is missing the point: you can't take scalar code and rebuild it into SIMD (except in the very limited, never-works-as-well-as-you-think-it-should auto vectorization features in modern compilers), the parallelism needs to be designed in. That's not possible here without a rewrite of the game engine.
Scalar code is not trivially fixed by using SSE, true, but the majority of really obnoxious math being done (skinning, vector arithmetic, etc.) should be really easy to make really fast.
SSE wouldn't be a flags issue. Building a vectorized SSE library in "debug mode" would still produce vector instructions.
This is a silly conclusion. More likely it means that either it was a conscious decision, or at the last minute the ball was dropped and those who should have signed off on this decision didn't even know about it.
How could you go from serious-performance-error/tradeoff ships to "no one even considered performance during the whole development process" (my emphasis).
E.g., the Macintosh launched with a hard-crash bug in the Clipboard code in ROM [1]. When you're struggling to meet a tough date for a huge project, things fall through the cracks. They fixed it later with on-disk software.
[1] http://www.folklore.org/StoryView.py?project=Macintosh&s...
Look down that forum post for all the people asking for help getting it working. Every one of those would have been a lost sale if this were in the shipping product.
And who knows: maybe this was off for a reason. Maybe they hit some voodoo late in the process which produced a crash bug on one of their 19 test systems that didn't occur with a debug build. So one of the engineers tries an unoptimized build and it works. Slightly slower is better than crashing, so they pulled the trigger and shipped it.
Shipping software only looks easy when you look only at code.
Bethesda are releasing patches, but right now they're fixing bugs rather than optimising performance and I'm presuming that it's a slow process because they need to test on all platforms before releasing patches.
Secondly, the interface on the PC has been criticized, but on the 360 it's just fine. I bet on a PC it's a mere remap from buttons to keys and it just begs for a controller instead of keyboard/mouse.
I have no PC to compare with and honestly care less, but from what I hear it shows where (some) priorities lie.
Its rendered internally at 1280x720 and then up-scaled (Pretty much all xbox/ps3 games do this). Which is over course a legitimate approach & looks good. In contrast on a PC, it is actually rendered at 1080p without upscaling & so the PC ends up rendering more than twice as many pixels even though both are set to 1080p in the options. So direct PC-Console performance comparisons are a bit tricky.
The reason I agree that Bethesda are lazy (probably more accurate to say apathetic) with fixing the PC version is that they've been doing this for years with previous Elder Scrolls games and Fallout 3 where they've just allowed the "safety net" of the modding community to do their work for them. Of course, that's only possible because of the modding tools they provide, which apparently are great since they get the job done. But, I find that sort of attitude rather insulting as a PC player. Yes, consoles have gone mainstream and are more popular than PC gaming probably by orders of magnitude, but that doesn't mean that PC gaming has declined and that the needs of PC gamers shouldn't be taken seriously.
I have a considerably larger monitor and have been going past that, but would love to know more about detailed specs like this to better tune the game
The info is solid, but its of no real use beyond the ps3-xbox wars.
Lots of info over here including res for pretty much every game: http://forum.beyond3d.com/showthread.php?t=46241
Or a less tedious summary w/ basic math: http://www.gamerawr.com/2007/09/28/halo-3-only-runs-at-640p/
1280720 = 921600 pixels
So it renders a lot more than twice as many pixels
edit: About the cost of GPU; according to Tom's Hardware[1], even sub-$100 GPUs are capable of providing console-like performance (30 FPS, medium details, sub-HD resolution) with Skyrim.
[1] http://www.tomshardware.com/reviews/skyrim-performance-bench...
- Skyrim has performance issues on PCs, even high-end ones
- Skyrim's UI is ridiculously contrived on the PC
I don't have the foggiest idea if it's true, I just seemed to notice a trend that the PC does not get a first-class version but a port of sorts, a version created from a common denominator. As I said I am very badly placed to compare anything as I have no PC to compare with. Still, I'd like to know what's the reality around this case.
For what it's worth personally I'll take a RPG game running at a constant 30fps anytime before a game jumping between 15~60fps (which is what Oblivion did) (And you can pry Forza 4 and its constant 60fps from my cold, dead hands) Besides I could care less if it's upscaled from 720p to 1080p as long as it's not showing upscaling artifacts like aliasing (which it does not). I have a Panasonic 42" plasma TV and watch/play at a comfortable distance so the difference between 720p (which is what the Apple TV outputs on HD movie rentals) and 1080p (which is what the xbox outputs on Full-HD movie rentals) is arguably negligible.
Having worked on products (much, much smaller than Skyrim of course) targeted at different platforms (browsers and mobile OSes) it seems pretty rational to me to make the PC version a console port especially given the breakdown of users on each platform.
Complaining customers are the much better than the silent ones or the apologizing fanboys, since then the complainers help you building a better product for everyone.
Its hard to believe that they 'forgot' to turn on optimizations or optimize critical code paths, they simply didn't because they are probably fixing show-stopper bugs which is much more important (I'm saying this as a game developer.)
Part of it I believe is that we are spoiled by title updates, they allow developers to ship games earlier (before extensive QA testing or bug fixes) but at the same time is what the fans want and makes sense financially for their company.
So I doubt these modders can do a better job than the professionals at Bethesda, if anything they can do the trivial things that would take any novice programmer a day with a profiler.
Time. Bugs and features coupled with (tight) deadlines will push aggressive optimizations "for later". This is especially true if the product is performing adequately and nobody really wants to mess with it lest they introduce unknown regression bugs.
I've seen this many times in games that definitely were optimized -- some trivial constructor exists out of line because it was forgotten about but then was called thousands of times per frame. Sometimes they just don't show up on the profiler.
Of course, it could be fixed with a patch on the EXE someone released. Until they encryped the EXE (to prevent piracy) and broken the only fix people had for a month.
It seems to just flip a simple flag in any exe