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by shmerl
3018 days ago
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> It's trivial in the sense that it's low technical risk. The problem is not in the risk, but simply in the cost itself. It's an extra tax to pay. However quality can also suffer, see below. > I can't speak for Epic, they are making an engine for every possible game and every possible rendering scene which is a harder problem than what we were doing. But the rendering backend isn't the hard part. The story of Everspace illustrates my point. They were bitten by multiple issues in OpenGL backend of UE4, and it took Epic a long time to fix some of them. Their resources are limited, and they are more focused on more widespread backends obviously. Which is exactly the result lock-in proponents are trying to achieve. |
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Don't know exactly what issues Everspace had with the UE4, but you want to have a fun night go out with some Epic licensees and get them to tell you war stories of issues they have had when they tried to do something which Epic hadn't done in their games. You're paying Epic for the "battle testing" and often they didn't fight those battles.
Part of the reason I left the games industry is that once you work at studio with an internal engine it is extremely frustrating to work on AAA games without the freedom to walk over to the engine programmer and get them to move the engine closer to what you need.