Aquinus
Resident Wat-man
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Your comment is insulting. As a software engineer I don't always have time to be able to perfectly implement software because we're not usually the ones who determine the timeline for release, it's usually management who makes a decision if a product is ready to release yet or not. The problem is that optimizing games to use more GPU power is a complicated problem because there are "dos" and "don'ts" when it comes to optimizing 3D applications for multi-gpu situations which may not align with how the game was made in the first place.No, it's true.
Developers are lazy and greedy, barely even finishing a game at it's release. Also they aim for the lowest common denominator for performance thanks to the console market.
On the other hand, while Nvidia has decreased their support for SLI, AMD has been aggressive in supporting it as it gives great value to the low to mid tier customer, and a chance to sell another chip.
As @64K stated:
This isn't developers coming to this conclusion though, it's probably management. If devs need to spend 30% more time optimizing for multi-GPU for something like 2-5% of the users who will be playing it (that's probably a high number, most people don't have multi-GPU setups these days,) then you're talking about a huge cost for a small group of people. It's not effective use of funds or time according to a lot of managers.One is that some developers don't want to put the time in for SLI/Crossfire support because fewer people are running SLI/Crossfire than in the past and the other reason I've seen is that modern GPUs have gotten so fast that SLI/Crossfire isn't really necessary except for high end enthusiasts which are few compared to the average gamer.
A lot of people forget that stakeholders want two things:
- Something good.
- Something soon.
...and very quickly you have a recipe for wasted money and management shifting your priorities to keep you an efficient worker.
The only way to get around this kind of problem is to build an engine with these things already in mind whereas most games are using engines that already exist and like any software platform, they take a very long time to do right. Risk is something stakeholders want to avoid... and remember, they want something good and something soon and there is a good bet that they don't want the budget to balloon out of control.
If I had my way, I would spend my days improving how much concurrency our system can handle but, I simply can't dedicate all of my time to that because when push comes to shove, I only determine priorities with my own personal projects, not those at work.