this post was submitted on 08 Mar 2025
19 points (88.0% liked)
Game Development
4008 readers
1 users here now
Welcome to the game development community! This is a place to talk about and post anything related to the field of game development.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Its not too advanced. It encourages developers to be lazy and develop unoptimized games.
Not true. It takes advantage of hardware features that are available on consoles but not on PC. That isn't laziness.
My comment on a different post relates to this well:
I can't think of a single AAA game using UE5 that requires that level of performance due to its size and complexity and doesn't use audio middleware, which by default compresses audio when generating soundbanks. I have no idea where this myth of "everyone uses uncompressed audio" came from, but it's annoying and wrong most of the time, as most social media misinformation is. Maybe people think there's real-time compression of audio at runtime in shipped games? Idk, because that's just not how anything works; audio files are usually pre-compressed into a nearly lossless audio format before the game binaries are even compiled into a .exe for distribution, and there are usually unique compression settings per-area-of-your-game to further compress less-critical audio into the smallest filesize possible.
Source: literally generating Vorbis/WEM Opus files (for Playstation) in Wwise as I type this.
Admittedly, the audio argument was based on my own hearsay and light reading about the subject (in-game audio).
I've never dealt with audio too much in Unreal, but it was my understanding that games began ballooning in size in the early 2010s due to shipping with uncompressed audio files. If my memory serves me, the biggest example that comes to mind was Titanfall (whether 1 or 2, I can't recall). That of course wasn't made in Unreal; my unfounded assumption was that it had carried over into audio systems-design Unreal 5. Clearly, I'm wrong.
My work is around DNN-powered CAD asset generation, procedurally and statically, and I do actively experiment with Unreal environments. I still stand by my stated criticisms of young developers and designers in areas related to environment logic systems and asset creation and optimization.
Apologies for the unnecessary audio argument.