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WB Pulls Arkham Knight From PC Retailers
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<blockquote data-quote="Zanoab" data-source="post: 5552739" data-attributes="member: 232737"><p>Coding games for PC isn't that frustrating. Hardware engineers are always working with the game developers to optimize both drivers and the game as well as provide assistance where necessary. The only difficult part caused by supporting a large variety of builds is optimizing for each build. Even this is easy because the builds themselves are still modular so you simply make the optimizations modular. Have an optimization for NVIDIA cards? Add it to the set of NVIDIA optimizations. Same goes for CPUs and any other part that could affect the game. The key of development is to get it working first (without optimizations) and don't say that is difficult because every part has a common denominator and the fancy stuff is used once optimizations start. If it was as difficult as you say, PC wouldn't have so many indie games with hardly any budget (compared to boring AAA titles) to produce.</p><p></p><p>Crashes can happen for any reason (which apply to consoles as well). Overheating/driver issues is a good source of crashes as even the GPU trying to throttle itself can sometimes be enough to make everything fall apart. The higher the details are, the longer the system runs code which increases the chance of something going wrong. It is amazing how many strange crashes happen because the system is being stressed too much by maxed settings.</p><p></p><p>Also, consoles aren't so impervious to crashes too. Just look at the gwent bug in Witcher 3 which was a console exclusive. If consoles are much easier to test, how does such an obvious bug sneak past all the testers (unless you consider everybody who played first to be the testers). At least if it happened on PC, developers could've released a patch with ease unlike having to pay MS/Sony to distribute updates/patches.</p></blockquote><p></p>
[QUOTE="Zanoab, post: 5552739, member: 232737"] Coding games for PC isn't that frustrating. Hardware engineers are always working with the game developers to optimize both drivers and the game as well as provide assistance where necessary. The only difficult part caused by supporting a large variety of builds is optimizing for each build. Even this is easy because the builds themselves are still modular so you simply make the optimizations modular. Have an optimization for NVIDIA cards? Add it to the set of NVIDIA optimizations. Same goes for CPUs and any other part that could affect the game. The key of development is to get it working first (without optimizations) and don't say that is difficult because every part has a common denominator and the fancy stuff is used once optimizations start. If it was as difficult as you say, PC wouldn't have so many indie games with hardly any budget (compared to boring AAA titles) to produce. Crashes can happen for any reason (which apply to consoles as well). Overheating/driver issues is a good source of crashes as even the GPU trying to throttle itself can sometimes be enough to make everything fall apart. The higher the details are, the longer the system runs code which increases the chance of something going wrong. It is amazing how many strange crashes happen because the system is being stressed too much by maxed settings. Also, consoles aren't so impervious to crashes too. Just look at the gwent bug in Witcher 3 which was a console exclusive. If consoles are much easier to test, how does such an obvious bug sneak past all the testers (unless you consider everybody who played first to be the testers). At least if it happened on PC, developers could've released a patch with ease unlike having to pay MS/Sony to distribute updates/patches. [/QUOTE]
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