What do you think of performance issues in games?

roysourboy

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Generally they're something I don't like but have learnt to live with. Sometimes they're something I wouldn't notice on my own and other times they're very clear and in my opinion the game should not have been released in such a state.

Mario Kart 8 on the Wii U has what is presumably a glitch causing it to run at 59fps which I only know about it because it was discussed online but that it was fixed on the Switch and the fix was never backported to the Wii U version is slightly disappointing. Mario Kart 7 on the 3DS drops 1 frame every 3 seconds and that too is something I would not have noticed but would still prefer to see fixed. Both these games got updates years after release to fix a security flaw.

Hyrule Warriors on the Switch runs at 1080p in handheld mode which causes lots of frames dropped due to a GPU bottleneck. 720p patches exist but the UI only runs at 1080p, causing visual UI glitches with said patches enabled. In this case I find the performance disappointing, a bit of time was saved by not drawing a second interface but at a big cost to handheld performance. Then there's Link's Awakening which alternates between 30 and 60fps, IIRC it's due to a memory leak. It's very noticeable and the game is still playable but has room for improvement.

I never tried Pokemon Scarlet or Violet because they fall too far short of my expectations.

In some more ambitious games like The Witcher 3, performance issues are an inevitability but are caused by hardware limitations rather than cost-cutting. I won't play The Witcher 3 on the Switch but am impressed to see a playable version of the game running on it.

I was glad to see Tears of the Kingdom got a performance improvement in an early patch.

The main reason I hacked my Switch is overclocking, not piracy, so while performance issues apply less to me, I still think some games should be given more time before release or at least get performance patches.
 

Veho

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Performance issues on consoles bug me because it's not like the developers didn't know the exact system they were developing for, and couldn't test their game before release.
Performance issues with PC games are par for the course because there's a million possible configurations, and on top of that you never know what a user might have running in the background, so there's no way to test for every eventuality, you can test on some mid-range configuration and hope for the best. And then tell people to buy a better graphics card.
But consoles don't have unknown factors, they are pretty damn consistent.
So when a game has performance issues on a console, that's just incompetence.
 

roysourboy

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Performance issues on consoles bug me because it's not like the developers didn't know the exact system they were developing for, and couldn't test their game before release.
Performance issues with PC games are par for the course because there's a million possible configurations, and on top of that you never know what a user might have running in the background, so there's no way to test for every eventuality, you can test on some mid-range configuration and hope for the best. And then tell people to buy a better graphics card.
But consoles don't have unknown factors, they are pretty damn consistent.
So when a game has performance issues on a console, that's just incompetence.
I don't like using the word "incompetence" because you don't know whether the team was being lazy or just wasn't given enough time to do their jobs properly but I agree with the point you're raising.
 

zxr750j

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Shareholders want to see production, not a perfect product.
At my work it's common to aim for a mvp, I guess it's the same for game-developers.
Minimal viable product for a human: if the heart beats: it's good! Never mind if an arm or two are missing...
 

Aergisgeist

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Depends on the game. I'm a few chapters into Alan Wake 2, but iffy performance and insane load times (which have been around since launch) have me paused on it til I upgrade my PC. But also, having grown up playing games that ran at a bad framerate (ps1/n64) and having played Team Fortress 2 for some hundred hours at 15-20 fps, it doesnt matter much to me anymore.
 

Taleweaver

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I'm simply done with them. I was never wowed with graphics or keen on specs, and by now i mostly play indies and platformers on Steam deck. As such, it's not really a big issue... But at the same time I can look at open world screenshots and go 'nope...I'm not going to Search for 1000 mcguffins in there.
 

Waff

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I don't mind performance issues until they become impossible to ignore. Elden Ring became borderline unplayable with the new DLC, for example. That sort of stuff is very hard to excuse.
 

KenzieRobinson

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Totally feel you on this.With Mario Kart 8 on the Wii U, I didn’t even know about the 59fps thing until I read about it online. It’s a small thing, but still, if they fixed it on the Switch, why not on the Wii U? It’s like they just moved on. And yeah, Hyrule Warriors on the Switch trying to run at 1080p in handheld mode is ambitious, but the dropped frames are a killer. Those patches help, but then the UI glitches? It’s like fixing one problem just creates another. I didn’t even touch Pokemon Scarlet/Violet for that exact reason. Just not worth the frustration when they fall so short of expectations.
 

DragonMals

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Neck (this game is meant to be optimized well for this console!) and neck (this game looks like it can be running on a toaster. Why is this game laggy as shit for my Playstation 5).
 

Bladexdsl

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lazy sloppy optimizing is all it is or trying to meet a deadline and cutting corners than fixing it with 10+ patches later. or in nintendos case not having the power to do it to begin with :glare:
 
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Tofu_mommy

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I think DF and by proxy, the community, should be pushing for good performance and viability of high refresh rate gaming. I'm fine with cutting whole features and reducing the scope of things just so the 1000Hz utopia can get closer. Letting things be actually done before shipping would probably also improve the shape of the industry and the people working in it.

Don't even get me started on engines that have inherent performance issues like Unreal, Unity and Goldsrc, or how PSOs turned PC gaming into something that feels like a wonky emulated version of console games that can run better if you look past the insane levels of stuttering.
 

Robert Newbie

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On the surface, better performance is preferred over stuttering, halting, long load times, input lag, etc. We put up with a lot during the PS3 days because the goal was graphics over performance.

On the development end, optimizing code allows for the game to run better and be ported with more ease later on. Of course, time crunches, working conditions, etc. contribute to the final product.
 

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