Helldivers 2 CEO talks DLSS and FSR: 'When you are in a prio meeting and it's more awesome content vs more tech the decision is easy…' - eviltoast
  • KeenFlame@feddit.nu
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    8 months ago

    You are completely incorrect with your guess on who does what in game studios

    • Whirlybird@aussie.zone
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      8 months ago

      I’m definitely not. DLSS support is a low level engine feature. The engine developers working on this are not working on content.

      DLSS support should be in the engine before there is even any content - it should be there before there’s even a playable build.

        • Whirlybird@aussie.zone
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          8 months ago

          In general no, they don’t. Engine programmers aren’t designing levels or characters or missions.

          Also as I said, DLSS support should be in the engine before there is even any content.

              • KeenFlame@feddit.nu
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                8 months ago

                No. I am a game developer. Many tech help a lot with implementing content. You made an educated guess and it was wrong. Own it or be a child about it, I don’t really care at this point. This is more for anyone that actually do want to know

                • Whirlybird@aussie.zone
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                  8 months ago

                  Again - DLSS is a low level engine feature. It should be implemented before there is even any content. Sure in a little indie studio the person doing the content is probably doing the engine stuff too, while they’re probably doing the music too, but for a game like Helldivers by a studio with about 100 people, the people doing the engine are not making content.

                  In fact, lets look at what Arrowhead themselves say about their team that made Helldivers 2, hey?

                  https://jobs.arrowheadgamestudios.com/departments/programming-tech

                  Engine Team We work on the core technology of our game - the engine. We’re currently using the Autodesk Stingray engine, which is written in C++. Our main focus is the engine runtime - performance, streaming and core systems. We care a lot about correctness and gathering data to make sound decisions.

                  See how they’re not making content?

                  Then there’s the “Game Code Team”. They collaborate with the content creators - Artists, Animators, etc.

                  Game Code Team We work on the gameplay systems and features. We collaborate with Artists, Animators and all forms of Designers to create the best possible game experiences. We work with C++ and fast iteration times is a key success factor for us.

                  Then there’s the Tools team: again, not making content

                  Tools Team We’re responsible for the tools pipeline, such as the game editor. The various content creator teams are our primary customers and improving their workflows is our main concern. We maintain and develop various tools and software, and we work with modern C# .NET and WPF.

                  See how they mention “content creator teams”? See how they work on the tools for those teams to use?

                  You still want to carry this on? You think you know better than the people that make the game themselves?

                  • KeenFlame@feddit.nu
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                    8 months ago

                    Incorrect. Dlss is a hardware graphics layer and is not implemented more than calling an api.

                    Tech do many other things in a studio

                    Including gameplay coding, render engineer, etc. In small studios one engineer can do everything.

                    Att big studios, you still don’t have someone working only with render apis for the engine because you have an engine team, most often not in your own studio. If it is in your studio that team is also not only working on render api calls

                    Hope this explains it to you, you can stop guessing how it works. I know better yes because I am those people. You forget you are the one guessing