Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
freem
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Openai/69676758-d944-8003-a3d4-835e33b4e372
(section)
Add languages
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Assistant: Below is a sane, conservative constraint set for an open-world action-adventure game targeting exactly: === Below is a sane, conservative constraint set for an open-world action-adventure game targeting exactly: * CPU: i7-3770K (4C / 8T, ~3.5β3.9 GHz, Ivy Bridge) * System RAM: 16 GB DDR3 * GPU: RX 6600 XT (8 GB VRAM) * Storage: assume SATA SSD (not NVMe) I am deliberately pessimistic on CPU and memory, optimistic on GPU. This reflects reality for that platform. ==== You should target: ==== * 60 FPS @ 1080p * Frame budget: 16.67 ms Do not design for 120 FPS on this CPU. ==== ### ==== You have: * 4 strong cores * Weak per-core performance by modern standards * Limited cache and memory bandwidth Total CPU time available per frame: β ~7β8 ms usable Anything beyond that will cause stutter regardless of GPU headroom. ===== | | | ===== | --- | --- | | | | | | | | | | | | | | | | | | | You must aggressively multithread, but expect one heavy main thread. ===== On paper, you should cap: ===== * Active NPCs with full AI: ~100β150 * Simulated physics bodies: ~500 active, rest sleeping * Animation updates: LOD-based, many at reduced tick rate * World streaming updates: amortized across frames Rules you should write explicitly: * AI updates every N frames outside combat * Physics simplified beyond X meters * Animation evaluation rate drops with distance ==== ### ==== RX 6600 XT can handle: * 1080p Ultra comfortably * 1440p MediumβHigh, but CPU may block Budget: * GPU time β€ 11β12 ms ===== Safe limits at 1080p: ===== * On-screen triangles: β€ 10β15 million * Draw calls: β€ 2,000 (prefer <1,500) * Shadow maps: 1β2 cascades at 2k * Screen-space effects: β€ 2 ms total * Particles: β€ 150k sprites worst case GPU is not your primary design constraint. ==== You must assume: ==== * OS + background: ~3β4 GB * Practical game budget: β€ 10β11 GB ===== | | | ===== | --- | --- | | | | | | | | | | | | | | | | | | | | | | Total β 8.4 GB This leaves safety margin. ===== If one NPC costs: ===== * State + components: 4 KB * Animation state: 12 KB * AI blackboard: 8 KB β ~24 KB per NPC 1,000 NPCs β 24 MB (fine) 10,000 NPCs β 240 MB (problematic) So: * Simulated NPCs must be capped * Background NPCs must be data-only or despawned ==== You should not design to fill all 8 GB. ==== Practical budget: * β€ 6.5β7 GB VRAM ===== | | | ===== | --- | --- | | | | | | | | | | | | | | | | | | | | | | ===== - World textures: mostly 2k, selective 4k ===== * Hero characters: β€ 64 MB VRAM each * Common NPC: β€ 16β24 MB * World prop: β€ 5β10 MB No unbounded texture sets. ==== With DDR3 + SATA SSD: ==== * Sustained IO: ~300β500 MB/s * Safe streaming budget: β€ 100 MB/s Design rules: * World chunks: β€ 256 MB each * Max resident chunks: 3β4 * Streaming buffer: β₯ 1.5 GB RAM * Never block gameplay on streaming ==== You should explicitly avoid designing for: ==== * Massive crowds with full AI * High-frequency physics destruction * Fully dynamic global illumination * Heavy CPU-side procedural generation * Simulation-heavy systemic worlds (e.g. full economy) Those are CPU killers on Ivy Bridge. ==== Target: 60 FPS @ 1080p ==== CPU: β€ 8 ms per frame GPU: β€ 12 ms per frame RAM: β€ 10 GB used VRAM: β€ 7 GB used Every mechanic must specify: * CPU cost per unit * RAM per unit * VRAM per asset * Hard caps * LOD / scaling rules ===== This machine is GPU-strong, CPU-weak by modern standards. ===== Your game must be simulation-disciplined, not visually restrained. If you want, next step could be: * Translating one concrete mechanic (e.g. open-world combat encounter, city crowd, wildlife system) into exact time + space budgets on this hardware.
Summary:
Please note that all contributions to freem are considered to be released under the Creative Commons Attribution-ShareAlike 4.0 (see
Freem:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)