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  #33  
03-17-2016, 02:06 PM
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Varrok
Wolvark Grenadier
 
: Jun 2009
: Beartopia
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There’s a lot of people who didn’t have any performance issues with NnT. Just because you in particular did (and the vocal minority on the Steam forums thread you’ll no doubt link), doesn’t mean the problem is widespread, or that it’s even the engine’s fault.
Find me a "vocal minority" (you can dodge any argument claiming that's a "vocal minority". How do you even measure that?) that has perfomance issues with games like MGSV Ground Zeroes.

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Coincidentally, every Unity game you’ve played was developed by a small team, can’t be a coincidence right?
Gimme a bigger one, I dare ya. I gave you the biggest ones I could think of. I even google searched Unity games to give the best examples of big games I could.

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Strangely enough there’s been a distinct lack of outcry over those games and their performance – checking up on Metacritic reviews and nobody seems to have mentioned it at all!
Why would there be any outcry? The developers usually post the system requirements, which are usually too high compared to what the game looks like, but the clients KNOW what they're buying, and can't complain if the game runs slowly on the PC that doesn't meet the reqs.

If they meet the specs however, they do have a right to complain, and they do (These are just random examples of "the vocal minority" [by the way, you do know that user reviewers are a minority of gamers no matter what? even if they all say the game runs poorly, it'll still be "a vocal minority"])

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Oh, I see you actually blanked the previous discussion about Unity from your brain. Let me reiterate: because almost all bigger developers are now at a point where they’re heavily invested in their own proprietary engines, or they’ve already purchased licenses for other commercial engines. There’s a widening gap in the industry between indie and triple-A, and engine use is one of the telltale differences between the two.

And even then, small teams within larger studios are using Unity.
Name a few, besides Grow Home. Grow Home was a side, hobbistic project that the developers didn't actually think was gonna be released commercially.

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Except that PC is an absolute quagmire of a platform in general, and pretty much any game ever made can throw up bugs, performance issues, and have varying levels of performance. A lot of that can be fixed by QA testing on as large a scale as possible, on as wide a variety of hardware as possible, and then optimizing as much as possible.

Guess who has the least amount of resources available to do all of that? The same people who are most likely to take advantage of Unity’s low cost: indies!
You're trying to persuade me into believing Unity is well-optimized engine, and you can't even give me an example of a big game using it that's well optimized. And you expect me to believe you.

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That’s a bullshit non-answer. Give me a real one.
It's as a bullshit non-answer as "No it isn't?", Sherlock
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