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cmuratori's profile
Casey Muratori
Casey Muratori
Casey Muratori
@cmuratori

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Casey Muratori

@cmuratori

I'm worried that the baby thinks people can't change.

Seattle
caseymuratori.com
Joined March 2009

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    1. Matt Rix‏ @MattRix 23 Dec 2017
      Replying to @Jonathan_Blow @relativetoyou and

      Right, but it is *possible* for a Unity game to run well, no? Or has their never been a Unity game that ran well enough for you?

      1 reply 0 retweets 0 likes
    2. Matt Rix‏ @MattRix 23 Dec 2017
      Replying to @MattRix @Jonathan_Blow and

      What I'm trying to get at it is: if the game runs at at smooth 60fps (or 200fps, or whatever your target framerate is), what is the problem? Why is Unity still worse?

      3 replies 0 retweets 1 like
    3. Casey Muratori‏ @cmuratori 26 Dec 2017
      Replying to @MattRix @Jonathan_Blow and

      60fps _on what platform_? The sad reality is that the largess of things like Unity and Java ushered in a world where people have to buy expensive (and environmentally wasteful) new machines just to play games that, properly written, could have run on hardware from 10 years ago.

      4 replies 1 retweet 4 likes
    4. Casey Muratori‏ @cmuratori 26 Dec 2017
      Replying to @cmuratori @MattRix and

      That said, it also seems to be rather wishful thinking that Unity games generally run at 60fps even on today's platforms. See, for example http://www.eurogamer.net/articles/digitalfoundry-2016-firewatch-ps4-analysis … to pick one notable recent example...

      1 reply 1 retweet 2 likes
    5. Casey Muratori‏ @cmuratori 26 Dec 2017
      Replying to @cmuratori @MattRix and

      Does this mean Unity is a bad choice for game development? Of course not! If you are satisfied with the results, then it is fine. But if you care about presentation quality, and don't want to require unreasonably high machine specs for a given experience, it is obviously bad?

      2 replies 0 retweets 3 likes
    6. Matt Rix‏ @MattRix 26 Dec 2017
      Replying to @cmuratori @Jonathan_Blow and

      Surely you would agree that games like Inside, Ori, and Cuphead have high presentation quality. And yes, they probably would require slightly higher specs than an equivalent native version would require, but that's a fair tradeoff for everything else Unity gives.

      1 reply 0 retweets 0 likes
      Casey Muratori‏ @cmuratori 27 Dec 2017
      Replying to @MattRix @Jonathan_Blow and

      Cuphead, the entirely linear 2D game that has _ten second_ loading screens every time you enter a level? https://youtu.be/Q64ehEqDaJ0?t=628 … I mean there's nothing to do technologically for a game like this _except_ make sure there are no loading screens, and that didn't happen?

      12:21 AM - 27 Dec 2017
      • 1 Retweet
      • 2 Likes
      • Robert Kempinski ⚕🦚🌲🦅⛈️
      3 replies 1 retweet 2 likes
        1. New conversation
        2. Casey Muratori‏ @cmuratori 27 Dec 2017
          Replying to @cmuratori @MattRix and

          I think you're coming at the problem from a different perspective. You're concerned only with how much _developer_ effort you save, regardless of the cost to the _player_. If they have to wait around for loading screens, or pay $2000 for a new computer, so be it...

          2 replies 1 retweet 3 likes
        3. Casey Muratori‏ @cmuratori 27 Dec 2017
          Replying to @cmuratori @MattRix and

          ... but it is _also_ a valid perspective to care instead about the _player_ first and the developer second. It's not invalid to take that position, and thus complain about the obvious problems with things like garbage collection and one-size-fits-all engines.

          1 reply 1 retweet 4 likes
        4. Show replies
        1. New conversation
        2. Steve “Let's do better” An  🤘🏼 🇺🇸 ❄️‏ @steverockan 27 Dec 2017
          Replying to @cmuratori @MattRix and

          haha you're implying the cuphead engineer was completely incompetent, ok...i'll entertain you for a bit: enlighten us - how would you make there be no loading screens. so next time it can be done with this (not entirely necessary) optimization. i'm actually kinda curious.

          1 reply 0 retweets 0 likes
        3.  ⚕ 🦚 🌲 🦅 ⛈️‏ @relativetoyou 27 Dec 2017
          Replying to @steverockan @cmuratori and

          You're graphics engineer at Google Daydream, _YOU_ should know how to eliminate loading screens! If you doubt it's possible for such a simple 2D game like Cuphead, I'm kinda start to worry about the future of VR...

          2 replies 0 retweets 1 like
        4. Show replies
        1. New conversation
        2. Matt Rix‏ @MattRix 27 Dec 2017
          Replying to @cmuratori @Jonathan_Blow and

          Right, but does this even matter? Does this actually affect the player experience in a tangible way? The game has amazing reviews from both reviewers and players. Of the —very few— negative reviews, I can't find any that mention the load times at all.

          4 replies 0 retweets 0 likes
        3. Steve “Let's do better” An  🤘🏼 🇺🇸 ❄️‏ @steverockan 27 Dec 2017
          Replying to @MattRix @cmuratori and

          Yeah 10s is pretty good for games in general. Like I said, I think picking on that was not cool. But I’m just curious technically.

          0 replies 0 retweets 0 likes
        4. End of conversation

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