“This commercial engine cannot handle our game” is a pretty good reason.
However well ECS does its thing - it’s obviously not doing enough, for this game. Even if this somehow came on by degrees, and performance got just the tiniest bit worse day after day, the time to stop tolerating that and pursue performance was a year ago. That doesn’t rule out bugfixes. That doesn’t rule out new systems. That doesn’t rule out major changes.
But they’ve surely been fighting Unity for a long damn while and this is the best they could do.
“This commercial engine cannot handle our game” is a pretty good reason.
The “engine” isn’t at fault. You can continue to add things that consume resources and you eventually use up too many resources. That’ll happen on any engine.
However well ECS does its thing - it’s obviously not doing enough, for this game.
I believe you’re wrong here actually. By all accounts I’ve heard, it’s GPU bottlenecked even with increased entity counts over C:S1. It’s likely just too many shaders doing too much work too frequently. Weather and temperature are both apparently big hogs, which to me looks like the perfect opportunity for shaders to handle a lot of the work and I’m sure that’s what’s happening.
“This commercial engine cannot handle our game” is a pretty good reason.
However well ECS does its thing - it’s obviously not doing enough, for this game. Even if this somehow came on by degrees, and performance got just the tiniest bit worse day after day, the time to stop tolerating that and pursue performance was a year ago. That doesn’t rule out bugfixes. That doesn’t rule out new systems. That doesn’t rule out major changes.
But they’ve surely been fighting Unity for a long damn while and this is the best they could do.
The “engine” isn’t at fault. You can continue to add things that consume resources and you eventually use up too many resources. That’ll happen on any engine.
I believe you’re wrong here actually. By all accounts I’ve heard, it’s GPU bottlenecked even with increased entity counts over C:S1. It’s likely just too many shaders doing too much work too frequently. Weather and temperature are both apparently big hogs, which to me looks like the perfect opportunity for shaders to handle a lot of the work and I’m sure that’s what’s happening.