He completely misses the point. Games don't take hundreds of gigs because they have sub-optimal compression. They take hundreds of gigs because they don't use ANY compression. Jedi Survivor takes 139 gigs on Series X and mere 44 gigs on Series S. It didn't come out yet, but I'm 99.99% certain that this difference is just from inclusion of 8k textures into Series X version. That kind of scaling means that they don't u…
In terms of attracting engineering talent, how does the video games industry fare? In a crunch situation, I can think of how easy it is for some to be able to circumnavigate various pitfalls while others fall into them and have no time to address it. Very much a skill/experience thing. There’s countless examples of games that run horribly given their level of presentation, or have no business being so impressively pe…
If most commercial software is a feature factory, games are "megafactories" because they are not really competing on the robustness of the implementation, just on delivering a certain kind of experience that delivers some interactivity and shows off some assets, and that tends to lead towards approaches that hack one feature on top of another and then lean on manual testing to catch "enough" errors. Many games also take characteristic shortcuts that eliminate some options for game design in order to simplify the tech.
The larger companies will often keep their tech teams separated from their game teams and treat the tech coders more generously. This comes with all the pluses and minuses of siloing the work - sometimes they solve the wrong problem, but do it well.