Why would he? Todd hates everyone who plays his games and cares only about separating money from pockets. Fallout 76 made that quite clear to everyone.
lustyargonian@lemm.ee 1 year ago
Damn this is a pathetic response. He could’ve said we’ve tried our best to make it as polished and possible before launch, and are working towards further optimising it to give you the best experience. Even if they did jackshit, it would not come out as condescending and snarky.
Silverseren@kbin.social 1 year ago
MonkeyKhan@feddit.de 1 year ago
If he gave a standard appeasing PR statement without following it up at all, that would somehow be preferable? This may be snarky, but at least you know what to expect.
lustyargonian@lemm.ee 1 year ago
I mean, yeah I guess this does help temper expectations that they are done optimising, so maybe you’re right, being blunt is probably for the best.
Edgelord_Of_Tomorrow@lemmy.world 1 year ago
It’s not even about graphics alone.
They’re clearly building their games in an extremely inefficient way. Starfield does not have anything going on in it that other games with much lower requirements also have done.
You see evidence of this in their previous games. One of the major performance issues with Fallout 4 for example, was that instead of building their cities in performant ways, they literally plonked every building as an individual asset into the world which thrashed the CPU for no reason. Modders just had to merge them all into one model to significantly improve performance. Their games are full of things like this and Starfield will be no different.
Chailles@lemmy.world 1 year ago
Unless I’m completely mistaken here, modders didn’t combine the buildings together, that’s how they are by default. Mods, however, sometimes needed to break said system which resulted in massively degraded performance.
Edgelord_Of_Tomorrow@lemmy.world 1 year ago
Nah the Boston performance was terrible in vanilla. The precombination fixes made huge performance improvements. There were issues with mods breaking precombined meshes but that was a separate issue.