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by ChiefOBrien 1993 days ago
It's not the engine's fault for having terrible performance on simple levels. Most indie devs don't bother with LODs, occlusion culling, and turning off unused features. Decades old tricks like turning off unseen/far away actors, merging mesh and material to bring down drawcalls is also alien in the minds of asset flicks. Both engine provides many monitoring tools and utilities to fine-tune performance and settings on each quality level...
1 comments

Correct, sorry I was not clear and it appeared I blame the engine , the indie devs are also not to be shamed because they did not done the optimizations, they most of the time focus on the content.

My point was that even if hardware gets 100x better we still have a difference between a AAA game that can render a giant open world and a AA game that will use smaller worlds like a space ships with loading screens for each room.