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CoD Black Ops III - 12 GB RAM and GTX 980Ti not enough

I don't know how true or realistic this is. I played the beta and didn't experience any issues like that at 1080p. Granted it was beta, but idk. Could just be a bug because it was running as smooth as butter for me during beta.

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That's not even 3GB quality.  Why the fuck is the game so "bright"?  It looks like it is made of PlayDoh

 

I don't remember the game looking that bad when I played it.

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But who plays cod on pc.......

and uses a 980 ti or titan to do so. 

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That's not even 3GB quality.  Why the fuck is the game so "bright"?  It looks like it is made of PlayDoh

It is, Looks REALLY good. Rock textures like 1080p.

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COD pushing the boundaries of graphics power. What a time to be alive BrokeBack

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Is this due to bad porting, coding and cause of that console unified memory all together? Cause I can't see game like this to need that much RAM and VRAM really.
I also noticed this with CoD:AW being hungry for VRAM on my R9 290

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Is this due to bad porting, coding and cause of that console unified memory all together? Cause I can't see game like this to need that much RAM and VRAM really.

I also noticed this with CoD:AW being hungry for VRAM on my R9 290

 

As a game programmer, I call this the "Unity Effect".  While this game not be using Unity as the engine, by "Unity Effect" I mean that the developers working on this game are likely low-level inexperienced programmers using an engine which allows this to occur.

 

Unity at face-value is a good tool for making games.  But to a degree, it makes it super simple to make something with as little effort as possible.  The result is that a bunch of Unity games are low-grade crap simply because it is a bunch of artists who could not find a good programmer, and end up mashing a bunch of scripts together that were downloaded from a forum.  The end result is a game which make occasionally look acceptable in screenshots, but in reality, the game and gameplay is atrocious.  This is usually due to the fact that many things are implemented horribly using inefficient methods, optimization strategies be damned, and in the end it's all about beefing-up an artists' portfolio, making the game basically an art showcase rather than a long-lasting game with rich gameplay.

 

Applying this to CoD Blops 3, the engine itself was likely developed by intelligent programmers over a series of years, but occurring in the past.  Due to the re-hashing of this series, we've probably hit a state where there is actually no one left to properly implement this game efficiently.  For reasons unknown (though guessing that it has to do with increasing profits), the core programming team left are a bunch of < 3-5 year programmers with little experience who just end up mashing things together like over-stuffing potatoes in a sack, causing it to tear and become damaged.

 

Swapping loaded textures between memory?  "That's poppycock!" proclaims the so-called lead programmer of the project.  The PS4 gives us incredibly large memory pools in which to load ALL textures without having to swap.  "But sir," interjects a co-op student.  "What about when we have to port this to PC?"  The lead programmer replies "Peh."

 

"'Peh?' You say!?" says the co-op student with inquisitive shock.

 

"The time it takes us to become smart and do things properly would cost too much.  We are better off just jamming this crap out on PC.  After all, the hardware vendors will love us because people will mindlessly try to upgrade their PCs and it still won't be enough.  At least, that's what my manager tells me," explains the lead programmer.

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-snip-

i have to say this was very entertaining to read. please draw this into a comic strip or something

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When you just keep piling up crap on top of whats still essentially a modified quake 3 engine, of course it's gonna be bloated and bleeding resources everywhere. They're just banking on the system requirements being massively overkill on modern gaming PCs to avoid having to invest in a new fucking engine: like 2 decades of building up a sand castle that's just now crumbling all over the place.

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12GB ram and a 980ti not enough? Game doesn't even look good, just some shitty game coding if you ask me.

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Who would have ever guessed AMD with it's 8gb 390x was not stupid after all :D

 

And tbh can't give a damn, it's cod... who cares, really?

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When you just keep piling up crap on top of whats still essentially a modified quake 3 engine, of course it's gonna be bloated and bleeding resources everywhere. They're just banking on the system requirements being massively overkill on modern gaming PCs to avoid having to invest in a new fucking engine: like 2 decades of building up a sand castle that's just now crumbling all over the place.

 

Killing Floor 2 is on a modified version of Unreal Engine 3 and it runs exceptionally well for how it looks. UE3 is older than the Quake 3 engine (according to Wikipedia if I'm reading correctly) and it's also modified. So I don't think this is an engine age issue, if there's even an issue.

 

I'm not buying this information until the game actually releases and we see what actual players are reporting.

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Killing Floor 2 is on a modified version of Unreal Engine 3 and it runs exceptionally well for how it looks. UE3 is older than the Quake 3 engine (according to Wikipedia if I'm reading correctly) and it's also modified. So I don't think this is an engine age issue, if there's even an issue.

 

I'm not buying this information until the game actually releases and we see what actual players are reporting.

 

Good point and I should partially concede this: A dedicated, talented dev can usually reuse an engine without much issues. But we go back to @Xorbot 's point on the previous page: Doubt Activision are hiring talented, experienced devs up to the task and just hire newbies piling crap on top of the old version of the engine. This should be self evident after they chased out most of the talent on Infinity Ward and just kept the name only but not the devs for example.

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Good point and I should partially concede this: A dedicated, talented dev can usually reuse an engine without much issues. But we go back to @Xorbot 's point on the previous page: Doubt Activision are hiring talented, experienced devs up to the task and just hire newbies piling crap on top of the old version of the engine. This should be self evident after they chased out most of the talent on Infinity Ward and just kept the name only but not the devs for example.

 

Probably.

 

Another thing to take into account is it might be a launch hiccup, assuming this is actually an issue. I really wanna see an actual video of it happening, personally.

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That's not even 3GB quality.  Why the fuck is the game so "bright"?  It looks like it is made of PlayDo

Looks like downgraded Crysis 1...

 

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Probably.

 

Another thing to take into account is it might be a launch hiccup, assuming this is actually an issue. I really wanna see an actual video of it happening, personally.

 

Emm yes and no. Yes they might fix it later but I'm not willing to minimize this as a "launch hiccup" after several broken launches we should not just expect games to run poorly at launch and use this much resources. The expectation from companies should be working products, specially with Steam and Origin having refund policies in place there's no reason to just take it in so many words.

That's how you eventually get Arkham Knights otherwise.

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Lol, this game looks like piece of shit. Wtf, who made this crap? I mean, what made this crap??

They should better called it Call of D*cks: Ballad of Blobs III

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I still have yet to bust through 2.5 gigs on my 7950 lel

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everything since ghosts was a shit port that artificially inflated ram usage

 

Ghosts Single player campaign ran so terrible for no reason at all... that's when I officially gave up on COD even as free  (Torrent) game.

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I tried the beta to play with my little brother and it was unplayable for me, I just assumed it was an sli issue because of beta..

Higher frame rate over higher resolution.

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