Zoidberg: You really are comparing apples with oranges. Calling the game an "unoptimized mess" without having (I bet) the singlest clue about its inner working is bad behavior, some would say toxic. So please, get info and make some research before going that way. Cheers.
CharlesGrey: I'm not really calling it anything, just saying that it makes for a bad first impression. Can't say whether it really is a problem with optimization, but going by the reports of WinterSnowfall up there, it looks like it's mostly a matter of inaccurate/ exaggerated system requirements. Which is common these days, but usually not this extreme. Makes you wonder why they release system requirements at all, when the information turns out to be so useless.
Once enough people have tried the game and written some proper reviews, that should clear up any confusion about the requirements and performance.
Let's keep in mind that it's peculiar to calculate hardware requirements, espcially with small dev teams: not enough available configurations to make enlighted tests.
CharlesGrey: Except people aren't necessarily complaining because the game requirements exceed their system specs, they're complaining because the game's requirements make this looks like a ridiculous, unoptimized mess.
I have a system that is quite capable of running AAA games such as Witcher 3 ( only 6 to 8 GB required RAM, by the way ) or Dark Souls 3, so I think it's fair to assume that it should be able to run this game as well. Fancy AI shenanigans aside, this really looks more like a last gen release.
zx1976: I understand what you're saying to an extent - a game has to stand on it's own merits and you can't really take into account things like the size of the team that made them or their budget. But when you compare the Witcher 3 to The Signal From Tölva you do have to consider those things as you're comparing a game made with a AAA budget and a massive team of developers with an indie game made by a team of 3-5 people built on top of Unity.
The Witcher 3 was built on a custom game engine designed by CD Project just for their games. With their large team of skilled programmers, they're able to customise it precisely to their needs. I wouldn't be at all surprised if the engine driving the Witcher 3 had over 100 person years of programmer effort spent on it. An indie developer can't really compete with this so, if they want to make a game that looks like it was made this century, they will turn to one of the prefab game engines such as Unity or Unreal.
Once you've made that choice, you're pretty much at the mercy of the engine. Sure, you can still write inefficient code of your own and you can fundamentally misunderstand how the engine works but even if you use it in a perfectly reasonable manner and just push it too hard, you can't easily (or at all) make changes to the underlying engine to suit your particular needs as the engine source code isn't generally available (at least, I believe, not with a standard Unity license). And even if you do have the code (like with Unreal) the chances of you knowing how to optimise it for your use case isn't great because you didn't write it and you're probably not a rendering expert or an expert at implementing a script interpreter or at implementing A* path finding or rigid body physics simulations or...
There are of course things you can still do like understanding the limitations of your tools or scaling back your ambitions but overall, when people complain about the "unopimized mess" of indie games made with prefab engines like this, I wonder if that person really understands what they're saying.
The bottom line is that we either only have AAA 3D games and 2D pixel indie games or we accept that smaller teams with interesting ideas will usually need a leg up with an engine like Unity or Unreal and that may result in higher system requirements than you would like.
Here's an interesting video:
https://www.youtube.com/watch?v=mQ2KTRn4BMI FYI, Playdead is an indie studio and they've made INSIDE with Unity AND they had access to the source code.
But not every programmer on every indie team is that good. Also, INSIDE probably doesn't have most of the system developped in Tolva. Each game, like each team, has its ups, downs and quirks...
CharlesGrey: Except people aren't necessarily complaining because the game requirements exceed their system specs, they're complaining because the game's requirements make this looks like a ridiculous, unoptimized mess.
I have a system that is quite capable of running AAA games such as Witcher 3 ( only 6 to 8 GB required RAM, by the way ) or Dark Souls 3, so I think it's fair to assume that it should be able to run this game as well. Fancy AI shenanigans aside, this really looks more like a last gen release.
zx1976: I understand what you're saying to an extent - a game has to stand on it's own merits and you can't really take into account things like the size of the team that made them or their budget. But when you compare the Witcher 3 to The Signal From Tölva you do have to consider those things as you're comparing a game made with a AAA budget and a massive team of developers with an indie game made by a team of 3-5 people built on top of Unity.
The Witcher 3 was built on a custom game engine designed by CD Project just for their games. With their large team of skilled programmers, they're able to customise it precisely to their needs. I wouldn't be at all surprised if the engine driving the Witcher 3 had over 100 person years of programmer effort spent on it. An indie developer can't really compete with this so, if they want to make a game that looks like it was made this century, they will turn to one of the prefab game engines such as Unity or Unreal.
Once you've made that choice, you're pretty much at the mercy of the engine. Sure, you can still write inefficient code of your own and you can fundamentally misunderstand how the engine works but even if you use it in a perfectly reasonable manner and just push it too hard, you can't easily (or at all) make changes to the underlying engine to suit your particular needs as the engine source code isn't generally available (at least, I believe, not with a standard Unity license). And even if you do have the code (like with Unreal) the chances of you knowing how to optimise it for your use case isn't great because you didn't write it and you're probably not a rendering expert or an expert at implementing a script interpreter or at implementing A* path finding or rigid body physics simulations or...
There are of course things you can still do like understanding the limitations of your tools or scaling back your ambitions but overall, when people complain about the "unopimized mess" of indie games made with prefab engines like this, I wonder if that person really understands what they're saying.
The bottom line is that we either only have AAA 3D games and 2D pixel indie games or we accept that smaller teams with interesting ideas will usually need a leg up with an engine like Unity or Unreal and that may result in higher system requirements than you would like.
https://www.youtube.com/watch?v=mQ2KTRn4BMIHere's an interesting video:
FYI, Playdead is "indie" and they've made INSIDE with Unity AND they had access to the source code for some optimizations.
But not every programmer in every team is that good.
Also, INSIDE probably doesn't have the same systems as Tolva.
Teams, as much as games, have their own sets of strength, weaknesses and quirks.