Earlier quoted context omitted.
> Performance is never a positive as much as a disqualifying negative. Features are what sell the software Except we're talking about video games, where time and time again performance was crucial in achieving new breakthroughs, from Mario's side scrolling, to Carmack's advances in FPSs, to... FFS, we're talking about Unreal 5, this version's selling point is mainly being able to do in realtime what was previously on…
> Except we're talking about video games, where time and time again performance was crucial In that domain speed is pretty important, but even there it's not as crucial as you might assume. I'm not saying discount it altogether, just good gameplay will trump good performance. They aren't completely unrelated, but there are diminishing returns. What are the titles that need to be that much performant? AAA titles are j…
Nearly every single game no matter what it looks like makes performance trade offs.
Number of enemies on screen, ai search depth, world size, world granularity, whether to allow partial transparency, number of lights, number/complexity of systems etc…
Even for something that may look like just another indie side scroller.
Sometimes these constraints breed creativity. But if you use game maker/unity, you will find yourself regularly running into performance issues that will require problem solving.
The same is true when making an engine, but the problem space is far, far more nuanced than just: some types of games don’t need to worry about performance and so are fine using game maker/unity.