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>"As a former game engine developer, my advice is that with both DirectX and OpenGL there is generally only "one right way" to do certain things such as managing a swap chain. Yet, somehow, game developers manage to get this consistently wrong and never seem to test/fix it.

>Test, test, test! Plug in multiple monitors. With different resolutions. Drag your game around between them. Try laptops with hybrid (NVIDIA+Intel) GPUs. Use a HDR monitor. Use one of those laptops with a hybrid card and unplug the power while your game is running. Plug the power back in. Change your desktop resolution while your game is running. Try to get 10-bit working. Try to get the game to look identical even on wide-gamut monitors. Etc..."

Some good feedback, but remember they're using Unity, so they're not directly controlling anything on a low level.

As for the 2nd part, this is really hard in a small team. For example I'm a solo dev, so I only have access to 2 monitors, 2 graphics cards etc. BUT there are paid for services that provide testing, although that costs money; so when they've made a bit of cash and have a bigger user base then they can probably afford those.




I’ve played three Unity games recently and one had working vsync and two (including this one) didn’t. I suspect that there’s some trick to making it work properly that’s poorly documented. That, or the “get started with Unity” sample gets it wrong and everyone just blindly copies it.




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