this post was submitted on 11 Sep 2023
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According to Hans-Kristian Arntzen, a prominent open-source developer working on Vkd3d, a DirectX 12 to Vulkan translation layer, Starfield is not interacting properly with graphics card drivers.

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[โ€“] [email protected] 36 points 1 year ago* (last edited 1 year ago) (3 children)

Do we know for sure that the Starfield devs weren't able to figure out the problems with performance? I find often with companies, the larger they are, the more bureaucracy there is, and the more prioritization of tickets becomes this huge deal, where you even end up having meetings about how to prioritize tickets etc.

I would be surprised if the devs didn't know what was wrong already, I think it's more likely that management and higherups doesn't care about them fixing it right now.

[โ€“] [email protected] 26 points 1 year ago

Game devs have many teams all with different jobs, for a big game like this you'd typically have multiple teams dedicated to optimization in different areas (and between them). The specific problem in this case was how the game was communicating with graphics drivers (among others), which for any graphics heavy game is very fundamental to performance optimization. The problems aren't even an after-the-fact optimization sort of thing that teams should have to identify and follow-up on, batching jobs is standard practice when interacting with GPUs whether or not there's a translation layer.

When the devs of a core translation API between two supported graphics drivers that are commonplace in the gaming ecosystem have to write code to specifically fix issues with your application you've done something fundamentally wrong.

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