and no I don’t use a chromium browser, I just really like my extensions

after making the meme I noticed that the cpu nearly matched the sims 4 level but the ram went to 42x less

don’t worry about me giving money to EA, the game was obtained via mysterious means

  • saltesc@lemmy.world
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    2 months ago

    To be fair, it is loading and handling a lot of assets. Lots of little mechanics attached to lots of little objects, all the while simulating.

    • Aceticon@lemmy.world
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      1 month ago

      Actually all of the game mechanics should be stopped when the game is paused.

      The most likely culprit is the graphics pipeline still being busy assembling and sending data to render to the GPU every frame, since even though the 3D world is paused, the thing has to keep on operating because of the UI.

      It should be possible to make it less of a problem if the UI you’re interacting in during pause is on-screen 2D and all the 3D stuff is fully static (i.e. no autonomous movements such as simulated wind on leaves or running water) but depending on the graphics pipeline implementation being used, it might be too much trouble because you need to somehow have it stop rendering the 3D stuff and only do 2D.

      Also, EA being as they are, I doubt the programmers had the time to go after a “cosmetic” (lowest priority) issue that probably has system design implications.

      • saltesc@lemmy.world
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        1 month ago

        When games are paused, this is just the timeline.

        If you truly want the game to pause, you would sit at the loading screen every time you unpaused, as you just stopped everything and it now needs to cache back in to where it was. Once it is all loaded back in, your CPU and memory loaded back up, the game can unpause. The game also has things running to prevent crashes, frame issues, memory management, etc. This is why you get a fair bit on the CPU and RAM even on the opening cinematic, it’s loaded up with all that extra stuff for environment.

        Obviously that’s not a pause feature, rather essentially what happens when you save and then load the save.

    • tetris11@lemmy.ml
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      1 month ago

      It should at least use less CPU. What work could it be doing other than playing the music?

      • Kushan@lemmy.world
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        1 month ago

        I agree with that, though I suspect it’s still running the full render pipeline in the background but I was particularly confused about why OP expected memory usage to drop

        • tetris11@lemmy.ml
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          1 month ago

          Yeah I agree with you there. I’d say the OS should at least cache some of that to swap after X minutes of activity in preparation of a full suspend, but yeah in principle the memory shouldn’t change.

      • shroomato@lemmy.world
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        1 month ago

        IIRC there was a game that when you open a pause menu ran at like 1000 fps, frying people’s GPUs

        • DannyBoy@sh.itjust.works
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          1 month ago

          It was Amazon’s MMO. Not that it was the game’s fault for causing physical damage but the main menu’s framerate was uncapped. The funny thing is that’s the only thing that was publicised and now remembered from the release of that game.

    • XaiwahBlue@lemmy.blahaj.zone
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      1 month ago

      Who needs to fix things from the ground up when you can just throw in more and more code! You can just fix it with more code!

  • MonkderVierte@lemmy.ml
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    1 month ago

    If it was made nowadays, 2 GB VRAM wouldn’t be enough by a long stretch.

    And yes, can confirm with amdgpu_top, pipeline is still full while switching out (k-hippie 4k textures was too much for my iGPU).

  • intensely_human@lemm.ee
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    1 month ago

    It takes a lot of juice to keep those simulated brains thinking the same 2-second thought loop over and over