▲ | cosmic_cheese 2 days ago | ||||||||||||||||||||||||||||
Yeah there’s been a drop off for sure. Clearly it hasn’t been steep enough for game studios to not lean on anyway, though. One potential forcing factor may be the rise of iGPUs, which have become powerful enough to play many titles well while remaining dramatically more affordable than their discrete counterparts (and sometimes not carrying crippling VRAM limits to boot), as well as the growing sector of PC handhelds like the Steam Deck. It’s not difficult to imagine that iGPUs will come to dominate the PC gaming sphere, and if that happens it’ll be financial suicide to not make sure your game plays reasonably well on such hardware. | |||||||||||||||||||||||||||||
▲ | martinald 2 days ago | parent [-] | ||||||||||||||||||||||||||||
I get the perhaps mistaken impression the biggest problem games developers have is making & managing absolutely enormous amounts of art assets at high resolution (textures, models, etc). Each time you increase resolution from 576p, to 720p to 1080p and now 4k+ you need a huge step up in visual fidelity of all your assets, otherwise it looks poor. And given most of these assets are human made (well, until very recently) this requires more and more artists. So I wonder if games studios are more just art studios with a bit of programming bolted on, vs before with lower res graphics where you maybe had one artist for 10 programmers, now it is more flipped the other way. I feel that at some point over the past ~decade we hit a "organisational" wall with this and very very few studios can successfully manage teams of hundreds (thousands?) of artists effectively? | |||||||||||||||||||||||||||||
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