I mean, there isn’t one thing you can point to and say “ah ha that’s causing all teh lag”, things just take up more space, more compute power, more memory as it grows. As hardware capabilities grow software will find a way to utilize it. But if you want a few things
Textures are larger, where 4k was just getting rolling in 2017 (pre RDR2 after all), to accomodate 4K textures had to be scaled up (and remember width and height, so that’s 4x the memory and 4x the space on drive)
Engines have generally grown to be more high fidelity including more particles, more fog, (not in Starfield but Raytracing, which is younger than 2017), etc. All of these higher fidelity items require more computer power. Things like anti-aliasing for example, they’re always something like 8x, but that’s 8x the resolution, which the resolutions have only gone up, again rising with time.
I don’t know what do you want? Like a list of everything that’s happened from then? Entire engines have come and gone in that time. Engines we used back then we’re on at least a new version compared to then, Starfield included. I mean I don’t understand what you’re asking, because to me it comes off as “Yeah well Unreal 5 has the same settings as 4 to me, so it’s basically the same”
Textures are larger, where 4k was just getting rolling in 2017 (pre RDR2 after all), to accomodate 4K textures had to be scaled up (and remember width and height, so that’s 4x the memory and 4x the space on drive)
Texture resolution has not considerably effected performance since the 90s.
Changing graphics settings in this game barely effects performance anyway.
Things like anti-aliasing for example, they’re always something like 8x, but that’s 8x the resolution, which the resolutions have only gone up, again rising with time.
Wtf are you talking about, nobody uses SSAA these days. TAA has basically no performance penalty and FSR has a performance improvement when used.
If you’re going to try and argue this point at least understand what’s going on.
The game is not doing anything that other games haven’t achieved in a more performant way. They have created a teetering mess of a game that barely runs.
Texture resolution has not considerably effected performance since the 90s.
If this were true there wouldn’t be low resolution textures at lower settings, high resolutions take up exponentially more space, memory, and time to compute. I’m definitely not going to be re-learning what I know about games from Edgelord here.
Curious if you can name one thing Starfield is doing that wasn’t possible in a game from 2017.
I mean, there isn’t one thing you can point to and say “ah ha that’s causing all teh lag”, things just take up more space, more compute power, more memory as it grows. As hardware capabilities grow software will find a way to utilize it. But if you want a few things
I don’t know what do you want? Like a list of everything that’s happened from then? Entire engines have come and gone in that time. Engines we used back then we’re on at least a new version compared to then, Starfield included. I mean I don’t understand what you’re asking, because to me it comes off as “Yeah well Unreal 5 has the same settings as 4 to me, so it’s basically the same”
Texture resolution has not considerably effected performance since the 90s.
Changing graphics settings in this game barely effects performance anyway.
Wtf are you talking about, nobody uses SSAA these days. TAA has basically no performance penalty and FSR has a performance improvement when used.
If you’re going to try and argue this point at least understand what’s going on.
The game is not doing anything that other games haven’t achieved in a more performant way. They have created a teetering mess of a game that barely runs.
If this were true there wouldn’t be low resolution textures at lower settings, high resolutions take up exponentially more space, memory, and time to compute. I’m definitely not going to be re-learning what I know about games from Edgelord here.
You’re being disingenuous mate. On a machine with adequate VRAM there is zero performance difference.