Developers could try to implement a workaround but why would Square do that in particular when their project isn't even complete yet ?
Because they're selling it as a product, no? It released yesterday, December 16, 2021.
Developers could try to implement a workaround but why would Square do that in particular when their project isn't even complete yet ?
Because they're selling it as a product, no? It released yesterday, December 16, 2021.
Developers only care about shipping their own product so why should they be obligated to fix what is essentially Epic Game's problem ? Developers will only push fixes to the main branch of Unreal Engine if it helps them reach their own goals because at the end of day they don't own Unreal Engine and it isn't their product either ...
But when they license it they have full access to the source. They don't have to push anything back to main branch to fix it. They just have to fix their own game.
Releasing a game with noticeable issues that will impact user experience is just plain bad. They can't point the finger at Epic. They can fix it, and they are obligated to. It's their game, not Epic's.
PSO?
They are not fixing the tool, they are fixing their own game - which is what they are selling.I don't think it's in most of the developer's own interests to fix a tool (Unreal Engine in this case) that they don't own even if they have the source code on hand.
They are not fixing the tool, they are fixing their own game - which is what they are selling.
Sure but the source of the problem aren't coming from the developers themselves. Asking developers to fix a problem that didn't originate from them is arguably an unreasonable expectation ...
Some developers might not even have graphics programmers or let alone any programmers on their own team at all in which case implementing a fix on their side isn't possible at all. Even if developers are capable of fixing the issue at hand, a lot of them would prefer not to since introducing a fix to a tool with a highly complex codebase such as Unreal Engine might cause regressions/breakages to either the engine or the project itself. A lot of them are making do with what little they do know on a tool that they don't have good control over ...
This is why we have dedicated engine developers like Epic Games or Unity Technologies who are ideally supposed to assume the responsibilities of developing/maintaining their own engines ...
Lol, we're talking about Square Enix releasing Final Fantasy, not some kid making a UE project. I can almost guarantee that Square is touching core parts of the UE source code already.
I wouldn't be too sure if I were you. I looked at the credits behind the project and they have like 2 graphics/rendering programmers both of which who've never had prior experience with Unreal Engine before in any professional capacity and they probably have better things to do than to deal with minor shader compilation issues from end users ...
I can't help but laugh at your take on this whole thing... lmfao. Imagine contracting a carpenter to build you a house, and then you get there and find out everything is not straight and doesn't fit together properly... and you ask him what the hell happened and he says "well the square I was using was bent... complain to the company that sold me the bent square" ....cmon now..I don't think it's in most of the developer's own interests to fix a tool (Unreal Engine in this case) that they don't own even if they have the source code on hand. They could certainly fix the issue by trying to manually load up every PSO on application start up but most don't see this as a priority. It may be their game but that doesn't mean it's their issue since they're using a flawed tool that they hold no responsibility over ...
It's Epic Game's who are the ones that needs to be held accountable since it's their own product that's causing the source of these problems ...
They pulled this from the files:
[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
FullRebuild=False
UsePakFile=True
bGenerateChunks=False
bChunkHardReferencesOnly=False
IncludePrerequisites=True
IncludeCrashReporter=False
InternationalizationPreset=English
+CulturesToStage=en
DefaultCulture=en
bSkipEditorContent=false
bSharedMaterialNativeLibraries=False
bShareMaterialShaderCode=False
Its normally "PPBC_Shipping" for released games apparently
Sigh, explicit APIs like DX12 has brought nothing but troubles for PC players. In Unreal engine, the stuttering problem is so much worse in DX12 comapred to DX11, worse yet the unsuitable descriptors and binding model have caused many issues and overhead on non AMD hardware.It stands for pipeline state object which is common design feature between modern explicit APIs ...
This is a terrible take. Square Enix is accountable for the quality off the games they ship and ask money for. They pick the engine, they pick the staff and resources. They also owe their customers an experience that isn't compromised by technical issues.
Developers have no reason to put more effort into these PC ports. PC gamers will buy them regardless and then spend a bunch of money to brute force passed them. There is no correlation at all on PC between quality and sales.
Console games are more optimized right. Your post just has just somewhat too much of a harsh pitch against your non-preffered platform, i think.
There definitely is a correlation. How big of an issue it is for your title is a different matter though as sometimes fixing something to make the game run better may in fact cost more than you'd lose on selling it in a somewhat broken state.There is no correlation at all on PC between quality and sales.
Most developers don't even care that the issue exists and there's no peer pressure among them to fix or work around it so why should any one specific developer care if many others don't ?
@Remij Epic Games is absolutely fine with the way developers are using their product because they're the ones who promised to them that they only needed a minimal amount of technical expertise to be able to use their product. There's hardly any risk of Epic Games revoking a developer's license to their engine so developers don't really care what their end users think on these miniature talking points. All the commercial game engine model ever does is promote technical illiteracy in the industry and that's exactly what Epic Games with Tim Sweeney wanted which was to be able to sell their product to less technically oriented developers ...