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by laidoffamazon 269 days ago
As I've gotten further in my career I've started to wonder - how many engineering quarters did it take to build this for their customers? How did they manage to get this on their own roadmap? This seems like a lot of code surface area for a fairly minimal optimization that would be redundant with a different development substrate (like running Windows on Stadia like how Amazon Luna worked...)
2 comments

You are thinking like a manager, but this (as with most of the good things in life) has been built by doers, artisans, and engineers (developers).

This is a problem interesting enough, with huge potential benefits for humanity if it manages to improve anything, which it did.

It's easy to get work on this problem. Any effort that shortens game deploy time will be highly visible. It's something every game needs, and every member of the team deals with.
Im sympathetic to this idea but it seems like this is a situation that most game developers don’t have because they just develop locally. Sometimes they do need to push to a console which this could help with if Microsoft or Sony built this into their dev kit tooling.
Sure there are local builds but there are so many baked assets the whole team is waiting for and they come from build machines. Source assets need to sync to machines, intermediate assets need to sync to dev machines, and other build steps, builds come back to QA machines. It can beb100s of gigs a pop these days.