I once worked at THQ studio Relic Entertainment on The Outfit, which some may
remember as one of the earlier games for the Xbox 360. We started with a PC
engine (single-threaded), and we had to convert it to a complete game on a
next-gen multi-core console in about 18 months. About three months before
shipping, we were still running at about 5 FPS on the 360. Obviously this game
needed some severe optimization.
When I did some performance measurements, it became clear that as much as the
code was slow and very "PC," there were also lots of problems on the content
side as well. Some models were too detailed, some shaders were too expensive,
and some missions simply had too many guys running around.
It's hard to convince a team of 100 people that the programmers can't simply
"fix" the performance of the engine, and that some of the ways people had
gotten used to working to needed to be changed. People needed to understand
that the performance of the game was everybody's problem, and I figured the
best way to do this is with a bit of humor that had a bit of hidden truth
behind it.
The solution took maybe an hour. A fellow programmer took four pictures of my
face -- one really happy, one normal, one a bit angry, and one where I am
pulling my hair out. I put this image in the corner of the screen, and it was
linked to the frame rate. If the game ran at over 30fps, I was really happy, if
it ran below 20, I was angry.
After this change, the whole FPS issue transformed from, "Ah, the programmers
will fix it." to, "Hmm, if I put this model in, Nick is going to be angry! I'd
better optimize this a little first." People could instantly see if a change
they made had an impact on the frame rate, and we ended up shipping the game at
30fps.
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