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[DICE] Executable Bloat - How it happens and how we can fight it - Page 2

post #11 of 16
I love the DX11 and Frostbite/Unreal Engine presentations above and below this one.
This one is less integral or important if you will imo compared to handling of data, geometry, and lighting loads into the RAM. Of either the PC or consoles regardless.

Not to say this isn't important. As others have said bloat is bloat no matter what platform you play.

EDIT:
Ooooo the PS3 SPU one is pretty sweet too.

EDIT2:
Oh my. Looks like they're putting alot of work into the PS3 port. Nice to see.
SPUs are always unused properly it seems with alot of games. To see something like DICE and not the usual Santa Monica, Guerrilla, or Naughty Dog working with them properly and testing the "2nd GPU of the PS3" better is pretty awesome. Light culling itself is very interesting.
Edited by OmegaNemesis28 - 3/10/11 at 7:53pm
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post #12 of 16
Quote:
This actually has some truths to it, I know that some of the stuff I've learned in c++ was on there as something they were saying not to do. ='( Back to the drawing board?
They wanted it done their way (most often with less code) even though your way accomplishes the same thing. It was all about learning new instructions.

Using less code is only good when you can accomplish the same thing as with longer coded programs. Optimization costs money (programmers time) to keep looking back and finding areas where you could have done it with shorter code.

Somewhere along the line you have to say that the program is ready to be released. If bloated means that you have a program that does things better (accomplishes more) than the cheap optimized version than I can live with some bloat. Just because a program is big does not mean it is bloated.
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post #13 of 16
Quote:
Originally Posted by Manyak View Post
One rule every coder should know is the "space-time continuum", which I learned about 15 years ago, when CPU and RAM resources were precious (and very expensive).

Simply put - if you had a see-saw, and you put CPU usage on one side and RAM on the other, you'd get a good representation of the rule. The more RAM you use, the less CPU cycles you need, and vice versa.

For example, if you had A and B in memory, and wanted to output the result of A+B=C several times in a program (and you couldn't overwrite A or B in memory for whatever reason), you could either:
1) calculate C once and store it in memory, using more memory space
or
2) recalculate it every time you needed it, requiring reading both A and B from memory and performing the calculation multiple times

But, if you needed the result C only once, then it's best to try avoiding writing it to memory at all. You save on both memory AND cpu usage that way.

To everyone here this probably sounds like basic stuff. But you'd be surprised how few coders actually think about something like this these days. Using high level languages makes it very easy to miss things like this.

Just thought I'd mention this stuff, being that the news post is all about coding efficiency.

Well said, good to know. Makes insanely large amounts of sense.
    
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post #14 of 16
Quote:
Originally Posted by BizzareRide View Post
especially with an OS that requires 1GB of RAM to run optimally and 20GB of disk space to install.
Off Topic, but this is exactly why I run Linux...300MB RAM usage with Openbox and less than 5GB disc space taken total excluding my games and documents.
    
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post #15 of 16
This really doesn't have much to do with game performance or even gaming at all. It's more programming-related than anything and it's not news.
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post #16 of 16
Quote:
Originally Posted by Coma View Post
This really doesn't have much to do with game performance or even gaming at all. It's more programming-related than anything and it's not news.
How is it not news? It's from Dice about Frostbite 2.
    
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