• [moved to hexbear]@lemmy.ml
    link
    fedilink
    English
    arrow-up
    28
    ·
    6 months ago

    Good to see nothing has changed from the days of the original Switch port of the first game. The one with trees that ran at such a low LOD that they just floated. The one that often ran at 180p. The one that they had to contract an outside dev just to remake it competently.

  • Lucidlethargy
    link
    fedilink
    English
    arrow-up
    19
    ·
    6 months ago

    I’m Shocked. SHOCKED. I can’t believe it. Not Wildcard!

  • Ð Greıt Þu̇mpkin@lemm.ee
    link
    fedilink
    English
    arrow-up
    4
    arrow-down
    2
    ·
    6 months ago

    Isn’t unreal kinda famous for doing a fair bit of the optimizing for itself to get those crazy visuals? How did they fumble a package that was already half done for them?

    • Sinuousity@lemmy.world
      link
      fedilink
      English
      arrow-up
      6
      ·
      6 months ago

      Epic provides an engine with a lot of features including a wide swath of performance optimizing tools, but it’s still up to the developers to implement the concepts and workflows correctly to keep their project bloat free at runtime. The ‘crazy visuals’ you’re used to seeing from Unreal are always going to be big studios with a team dedicated to working on optimization, or for projects that aren’t realtime or aren’t interactive.