Comment on Report: Unity continues mass layoffs with 'abrupt' communications and 5am emails

<- View Parent
NuXCOM_90Percent@lemmy.zip ⁨1⁩ ⁨week⁩ ago

but one-time cost in terms of learning may be too much

If a slow startup of the editor the first time you start it is enough to end your career in game dev: you never had one.

If you’re going to use 5% of its features, having to go through the rest 95% when learning how to do things is a big distraction and productivity killer

It is a philosophical difference. But the reason I still suggest folk “learn with” UE is that it is, mostly, consistent between all the different kinds of games you may want to make. Which… is a leading cause of said performance issues when you start pushing things but more on that in…

Also, there is a surge of AAA games made in UE5 that have critical performance issues that developers struggle to fix for extended periods of time after release

Now. First and foremost: That means nothing for a hobbyist learning and making a game with their kids or spending a few hours a week for a few months until they give up.

As for the A-AA space (AAA means something, god damn it): That is not something that an individual developer is going to have any say in. That is going to be a corporate decision and it is almost exclusively going to be that company’s engine (ha, Frostbite) or Unreal because UE is the industry standard and there is a lot of value in being able to rapidly onboard a new hire or a contractor.

As for performance for those corporate games? That is really no concern for the hobbyist scale and is a much more complicated question related to allocating resources and time. But if there being poorly performant games made with an engine disqualified that engine: NO engines would exist.

Why though? Just use other engine and you’re good.

This gets back to the optimization side of things. You should not need to go through and migrate the critical path from gdscript to c# or even c++ just to test out your game. You want your development system to be significantly beefier than your target system so that you can rapidly iterate and debug.

Other engines may or may not be more performant for debugging a specific “level” of fidelity. If you are at the point where your engine’s editor’s system requirements are limiting your ability to develop: You and your users are going to have a very bad time.

source
Sort:hotnewtop