34 points | by vblanco 2 days ago ago
8 comments
JSON was never meant for high performance. If you want speed, use a binary format—don’t use something unnecessary just to seek attention.
Is this really Capcom ?
Yes:
> So the fastest JSON serializer for .NET now is developed by CAPCOM as part of their game engine that powers Resident Evil / Biohazard
https://x.com/edandersen/status/2105845938296394082
JSON is about interoperability particularly between different teams or users.
Considering Capcom games are all from the same place, they really should have gone binary and at worst used a tool to read the json and write out something like protobufs.
[dead]
Not only, Devil May Cry also uses RE:Engine.
All of their current gen games run on RE engine now, they've unified all their pipelines
Also Dragons Dogma
JSON was never meant for high performance. If you want speed, use a binary format—don’t use something unnecessary just to seek attention.
Is this really Capcom ?
Yes:
> So the fastest JSON serializer for .NET now is developed by CAPCOM as part of their game engine that powers Resident Evil / Biohazard
https://x.com/edandersen/status/2105845938296394082
JSON is about interoperability particularly between different teams or users.
Considering Capcom games are all from the same place, they really should have gone binary and at worst used a tool to read the json and write out something like protobufs.
[dead]
Not only, Devil May Cry also uses RE:Engine.
All of their current gen games run on RE engine now, they've unified all their pipelines
Also Dragons Dogma