Time Travel: 2014
Chapter 213 Inadvertent negligence
However, Lin Hui felt that these things would have a small impact but would not actually cause too big a problem.
After all, there are too many messy doors in Pingchun.
扉4 antenna door, 扉6 bending door, 扉7...
Various doors seemed to be unable to knock down Junzi.
Therefore, Lin Hui didn't particularly care about the follow-up to this matter.
Although I don't really care about the subsequent impact of this incident on Pingcheng.
But the cause of this incident has a lot to do with Lin Hui's creation of the game "Hill Climb Racing".
Lin Hui was still quite curious about what the problem was.
Although the general interpretation of this matter by the outside media is that the difference in experience of running the game "Hill Climb Racing" on different models is attributed to Apple's downclocking.
However, Lin Hui very much suspected that the reason for this interpretation was simply that some media who liked to make big news were following the trend, and there was no rigorous and serious investigation at all.
Lin Hui thinks that the difference in player experience between different models is most likely not due to frequency reduction.
Frequency reduction in the usual sense refers to reducing the processor's operating frequency.
Processor downclocking will indeed affect the normal performance of many games.
But the game "Hill Climb Racing" is just a casual game after all.
How high a processor frequency can a casual game require?
If it is version v3.0.0 of "Hill Climb Racing".
When this situation occurs, we should first consider the reason for frequency reduction.
After all, due to the significant improvement in image quality, version v3.0.0 still has certain requirements for dynamic rendering.
But now it is only version v2.0.0/v2.0.1, which hardly involves many issues of image quality rendering, let alone real-time confrontation and other scenarios.
The game content involved in the current version of the game does not have high requirements on processor performance.
Lin Hui introduced a new physics engine in version v2.0.0/v2.0.1.
This has certain requirements on the processor's capabilities, but this requirement is also extremely limited.
In short, Lin Hui feels that even if Apple downclocks the old models, it will not affect the experience of some players of the game "Hill Climb Racing".
Lin Hui had previously considered that it would be difficult to unleash the full strength of the v2.0.0 version of the game "Hill Climb Racing" with the current hardware level.
But I didn’t expect that some models not only failed to exert the full strength of v2.0.0, but also exposed some problems.
The root of the problem should be the RAM (Random Access Memory) occupied by the game "Hill Climb Racing" when it is running.
Although the game "Hill Climb Racing" reproduced by Lin Hui is just a casual game.
However, the random access storage calls involved will cause calls of more than 300M.
In fact, this shouldn't be a problem.
In the next few years, it will be common for a game to call several gigabytes of random access storage, let alone a few hundred megabytes.
But now this is a big problem.
You must know that the random access storage of the current 5S mobile phone is only 1G.
The random access storage of 扉4 and 扉4s is only 512MB.
If an application frequently needs to call more than 300M scenes, it will undoubtedly put a lot of pressure on the mobile phone hardware.
Speaking of which, this was also an inadvertent oversight by Lin Hui.
When the game "Hill Climb Racing" was moved, Lin Hui was developed with reference to the engineering files corresponding to the previous game "Hill Climb Racing 2".
So there's a lot of stuff that's unintentionally taken from Hill Climb Racing 2.
I completely forgot that it was already 2017 when "Hill Climb Racing 2" came out in the previous life.
It is not surprising that a game born in 2017 will occupy more than 150 megabytes of memory during operation.
In 2017, it is completely normal for a game to occupy hundreds of megabytes of random access storage during running.
After all, in the previous life in 2017, even Apple, which has always been stingy with random access memory, started with almost 2GB of random access memory.
If it only occupied more than 150 megabytes, there would not be such a thing as now.
The problem is that Lin Hui was later remade.
During the remake process, although Lin Hui made many adjustments to the game "Hill Climb Racing" that are specific to this time and space.
However, Lin Hui's consideration is more focused on the issue of which features of subsequent versions of Unity will be used to develop games that can be reproduced from earlier Unity versions.
Lin Hui didn't pay much attention to things like memory calls.
This is largely due to the thinking of later generations.
After all, in the next few years, when it comes to game development, in addition to considering the function of the game itself, almost no one will deliberately think about how many megabytes of memory a game will use.
Generally, only when a game calls for more than 1GB of memory will the issue of calling memory be specifically discussed.
As for why the memory used after an update has increased from more than 150 MB in version 1.0.0 to more than 300 MB now.
Because in the v2.0.0 version of "Hill Climb Racing".
Lin Hui has further improved the complexity of each scene map.
It stands to reason that this improvement is nothing for future models.
However, for current models, the map scene designed by Lin Hui can only display more map details through more memory calls, thereby ensuring the normal operation of the game.
This makes the v2.0.0 version of the game "Hill Climb Racing" take up hundreds of megabytes more memory when running compared to the v1.0.0 version.
However, it is precisely because of this situation that the v2.0.0 version of the game "Hill Climb Racing" only involves more than 300 megabytes of memory calls when loading the map.
Most of the time the memory called is not always so "exaggerated".
The so-called "exaggeration" is just an exaggeration for people in this time and space.
Although it may be difficult for people in the next few years to imagine this kind of problem caused by insufficient random access memory.
But now this situation is real.
Speaking of which, compared to the time and space of Lin Hui's previous life, this time and space is only only seven years old.
But it gave Lin Hui a very retro feel.
When Lin Hui was searching for news about Apple's "frequency reduction gate" incident, he flipped through several forums where time and space fans gathered.
I found that one of the best posts actually discussed the tombstone mechanism and pseudo-backend.
Σ(っ°Д°;)っTombstone mechanism? Pseudo backstage? ?
What an old topic.
In a few years, even senior fans will probably have forgotten these things.
The tombstone mechanism, also known as the pseudo-backend, is a program running rule in the mobile operating system.
When the previous task is forced to be interrupted, such as the moment when you press the Home button to return to the main interface.
The system records the current state of the application, and then the application is frozen (completely suspended), just like recording events on a tombstone.
When recovery is needed, the program is restored to the state before the interruption based on the content on the tombstone.
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