Kosmic Kerman
New member
This is utter BS. A game must have enough optimization to be (at least) playable anywhere in the game world. If it's not, it needs to be fixed.
"Playability" is subjective. Everyone has their own thresholds for what they find playable. Some might be fine with 30 fps others might demand 60 fps. I have no idea what the poster I was responding to considers playable and I also have no idea what they were doing in game when it became unplayable to them. If that poster's expectation is for there to be minimal frame drops in a skyscraper or in a densely packed downtown area, for example, I don't see that happening--especially not on a console. Personally, I find the frame drops in downtown areas to be approaching my limit for playability and I play on a recently built and relatively high-end PC. But I am particularly sensitive to frame drops and wouldn't consider myself representative of the player base. Regardless, I keep playing because I really enjoy the game.
More importantly there is an outer limit to how much optimization can be done. I don't know what that limit is but my sense is that we are fast approaching it. My experience with CPU heavy games made in Unity is that they all suffer from significant performance issues as soon as there are a large amount of entities the game needs to keep track of. And it is very possible that any optimizations that are made in the near future will be offset by the introduction of bandits. There is no way to know whether bandits will be more computationally expensive than zombies. It's all possible that if bandits are added without a reduction to the number of zombies that the additional load in and of itself will be enough to offset any performance increases.