is a process, not a stat, not even a progress bar
please can the Gamers stop saying things have "bad optimization" or whatever. i don't know how to kindly explain to you that the way it sounds lands squarely on a spectrum between clueless and jackass. consider the following:
-
it is a MIRACLE that video games work. like, at all. i make video games and i can hardly believe they exist. and that's before you even get to the graphics!
here, i'll give you all the vertex coordinates of ten thousand objects in 3D space. tell me which ones are touching. you have: 0.005 seconds. good luck
-
making something faster while behaving the same is hard. it is really hard. it is really really fucking hard. it is one of the hardest things. if you're lucky there's some obvious low-hanging fruit that gets you far enough. beyond that it is a niche so specialized that it has no name, performed by 1 witch at your studio that no one's sure they've actually met in person, who disappears for three weeks only to reveal they've improved load times by 9% by forking ext4 to store entries in alphabetical order, whatever the fuck that even means, while the rest of you are desperately scouring stackoverflow for something bozotic like whether double-quotes are "faster than" single-quotes
-
there is no such thing as "fast". there is only "faster", and "fast enough". you don't just keep going until you have Fully Optimized The Code because that is not a real thing. you plunk away at one thing at a time and watch your update and render times drop by microseconds, sometimes unsure whether you've even made a difference because it's drowned out by noise. maybe you made things slightly worse, even. maybe better on one platform but worse on another. cross your fingers i guess. how long until we're supposed to ship, again?
this just really grates at me because like
"it's slow for me" is a factual observation. even "it's slow for everyone" is a factual observation. "it has poor performance" is still a factual observation. "it's fucking unplayable", "runs like ass", sure
but "it's badly optimized" is a value judgement of skilled work that someone did (or lacked time/expertise to do) on code you have never read. it seems to have come out of the same vortex that produces insights like "[game] was made with the unity engine, which is why [non sequitur]" from people who are inexplicably compelled to talk about the nuts and bolts despite having never seen either a nut or bolt themselves
you can just, have opinions on video games. you don't need to try to fake sounding like maybe a programmer
my comp sci course's algorithms and complexity module just came flooding back to me
hey Gamers™, do you mean memory or cycle optimisation? what's the big O for my occlusion culling and raycasting operations? here, sort these 40,000 pieces of data for me
curls up into a ball and rocks back and forth in the corner
also sometimes people learn "big-O notation" but not any of its context and comes to a conclusion that sounds Right and Smart but very much isn't
oh yeah, I figured very quickly that in most cases I'd just be better off doing benchmarks instead of banging my head against the keyboard trying to figure out and compare the worst cases, especially if the algorithm in question is complex, like... oh, I don't know, literally any part of a render pipeline
