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by zubspace 3942 days ago
Things get interesting when the number of possible code paths increase. One such beast is the Unity Standard Shader. There are dozens of combinations depening on Metallic/Specular PBR, Multi-Texturing, Shadows, Light Types, Light Baking, Forward/Deferred Rendering and so on. Combine this with different backends (OpenGL, OpenGL ES, DirectX, Vulcan) and graphic card abilities and at some point adding new stuff gets quite complex.

I guess they simply throw money and play testers at this problem. (Unreal probably more so than Unity) But how long can you scale this up?