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Joined 1 year ago
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Cake day: June 16th, 2023

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  • Now if only CDPR would eliminate their crunch work environment, and release games when the DEVS say it’s ready.

    If you can’t afford advertising the game prior to launch, just don’t. That’s where for example Bethesda saved a ton of money. Released “complete” games within 1-3 months of the first announcement. (Do mind I’ve lost all hope in Bethesda)

    In other hand, over-promising in terms of what’s actually currently out is fine. The issue is when you …

    1. Don’t have the devtime. (Board releasing the game way before it’s ready, because marketing is so damn expensive, and the stockholders want it now not later)
    2. Don’t have the skill. (Which means re-training all your employees constantly)
    3. Don’t have the work morale. (Which leads to talent bleed, further exaggerating point 2.)

  • Interestingly, if they use UE5/6, a LOT of the growing pains of Cyberpunk 2077 are immediately solved.

    They wanted long-distance, high-detail scenes, but that led to the game running like shit.

    UE5+ is excellent for that. It allows for more detail than any other engine.

    Essentially they can now actually focus on producing a GAME, rather than a next-gen engine + a game, as was the case with Cyberpunk 2077.

    So I give them the benefit of the doubt here.

    Witcher is also a world they’re highly experienced in, so they don’t really need so much worldbuilding work either.









  • This is true, and I vouch for gamedevs to first test other engines to see the differences.

    Calculating for the future is extremely important in pretty much everything.

    Also I wouldn’t say there would be performance issues, unless you somehow completely screw up coding and compiling said code.

    Projects should work on top of a bottom layer, or translation layer as it’s sometimes called; game logic calls for functions from there, instead of directly from the engine. This is also important for code security.

    _move_entity might be calling the proprietary unity_move_object with a different reg stack, but when compiled the performance should be +/- 0.