>>712609973Basically the entire premises of using an engine is as a shortcut for production.
If you're a small developer, you don't have to deal with LODs and pop-in, UE has a switch to flick on and it deals with that (Nanite).
You don't have to deal with baked lighting, you have a global illumination switch to flick on and it deals with that (Lumen)
You don't have to deal with the visual artifacts these introduce, because you have the TSR switch to flick on.
Except that as a small developer, you don't necessarily have the technical expertise to know in which situation these technologies can/should be used, the engine just encourages you to let it do things for you. Then you ship a game where the high fidelity models are constantly loaded in memory even when not visible, then Nanite runs compute passes to adjust the LOD every frame, badly designed meshes causing overdraw. But no one teaches what "badly designed for nanite" means, so you don't give a fuck.
Then you have Lumen's GI running even though your game takes place in mostly static scenes and 99% of the lighting could be pre-calculated. (Also causing the engine to target 30fps/1080p on consoles). Then because Lumen requires TSR to hide the visual artifacts, you introduce new artifacts like ghosting because it's a time-cumulative algorithm, causing noisy ghosting in motion.
Then you ship your game and it stutters because you don't know what a shader actually is. Engine defenders will say "durr you can't precompile your shaders for every platform!" but you actually can, at install time, only if you know the entire sets of pipelines your game will ever use. But as a small dev, you have no idea what that means.
But as a small dev you don't have time to care about that. You can always revisit later (never).
>>712611516so you're literally saying people are right to complain and even agreeing that devs shouldn't be given tools that allow them to be lazy and push out shovelware, huh.