Earlier quoted context omitted.
Because it is one of the 1,000,000 things to pay attention to in game development. Someone or some software probably just made a mistake in setting up its LOD. Or some dynamic LODding code didn't properly cull the LOD0 mesh. Or that code couldn't be finished in time. Or it was something else. It's completely normal in AAA games to have a few imperfect and in-optimal things. Budgets are always limiting, and developmen…
I get that you can leave a bunch of things unoptimized, as long as it works fine. What I don't understand is - how did they not notice that the performances was horrible even high end hardware? How did they not decide to take the time to investigate the performances issues and find the causes we're talking about now?
Optimization is not done throughout the process and later there’s not enough time. Assets are made with bad topology and it would take time to redo them. Or it would take time to write a tool that retopologizes them automatically.
What I’m saying is by the time it’s “time” to optimize, there’s not enough time to optimize. It happens very commonly. But the alternative is taking development slower to do things right. And you simply don’t get investment for schedules like that in most companies. Not to mention that it’s goddamn hard to do when the execs lay off people, ask them to RTO, and induce serious attrition otherwise. Sometimes the team just can’t settle into a good process as people leave it too much. So you’re between a rock and a hard place — on the one hand: attrition and low morals, on the other hand: a tight schedule. This doesn’t apply to Colossal Order from my knowledge, but it does apply to many AAAs.
There is a problem at the root of this - extremely over-ambitious production schedules as norm. Most other things are symptoms. Most of what I described is a symptom.