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Xunjin • today at 11:42 AM • 1 reply • view on HN

And how that happens in gaming? Pretty curious now.


Replies

maccard • today at 1:50 PM

Frame rates are very important, so we prioritise them. That’s about it. The same “bloat” is often found in internal tooling in games. Unreal is a great example of it, nobody _really_ cared about how long packaging a build took, it got ad hoc improvements, but then epic decided to invest in it and its improved monumentally in the last 2-3 years. (Disclaimer, I worked there when nobody cared and was responsible for some of those as hoc changes)