@psychicparrot42 What the heck do they do "to make it work on Windows 10 AND NOT on Windows 11" ?? This always puzzled me .. I haven't tried recently on 11 but I am sure Space Giraffe for example works on Win10 and I made it since Windows XP. "Just read MSDN and do the stuff the way it should be done!" Or it's a "weird PC weird GPU graphic drivers issues" that's not really "A win problem" or "you used some really weird OS features" ? .. True that PCs are "an HW mess" but still
I'm probably retiring my Windows security work when Windows 11 becomes fully ubiquitous, but last time I was running tests on Win 11, I found that the way Win 11 uses Virtual Machine Platform to isolate memory can mess with running some games.
It makes Roblox absolutely crap out, for example, which actually leads me to believe that it might be certain approaches to DRM causing at least some problems - not an issue with the stuff Giles works on, of course.
@HauntedOwlbear @psychicparrot42 I mean it makes me wonder because our stuff is moderately complex, some bits even use multi-threading and such but "doesn't try to do stuff exoteric/weird more I think than what any 'normal' game would do". Ok if it uses a VM I suppose MAY lead to some performance problems ? But I still find it weird and/or maybe because those are games using "a huge amount of memory" which our games normally don't ? Also I must be said ( well it's 50% true ) but at least CONT.
@HauntedOwlbear @psychicparrot42 all the graphic memory used in our engine is "bound" i.e. doesn't exceed the once allocated space and let's say I have my own "mem manager" that grabs/uses/re-uses mem blocks for the GPU stuff it uses very minimal driver/os calls for that MAYBE there's that too ?? I never really spent much time profiling/checking "to the bits" because "it works fine as it is so it's good" The "test" is "does it run well on X" ? "Yes ? DON'T touch it"
i.e. do I know why ? NO!
"Does it actually work" is the gold standard of benchmarking.
@HauntedOwlbear @psychicparrot42 Also I heard that "many engines" do "this super weird thing" to instead of having "ShaderX called with param Y" they compile N versions of "ShaderX" each one called with Ni possible N inputs and some of them have literally thousands of compiled shaders where I do have "sophisticated methods" to use/pass/re-use parameters blocks on shaders. But I think overall is because we don't use huge amount of mem and we don't do "weird things" with it ?? Mah .. "KISS" ..