>>719026236
Assembly is basically a "just write simple functions that the compiler will fuck up" since the PS1.
Also the actual workload to get shit running did grow up quite a bit with vulkan/DX12/GNM/whatever the fuck sony calls their API etc.. but one could come up with an "renderer API" that does effects etc and nothing else.
But the real limit is not here.
The real limit is on the other workers, not programmers.
Scripters, map makers, 3D modelers, artists.
They all only know unreal engine and/or unity, and you would have to train em in your own in your own level editor and your file formats and your toolsets and your languages and your and your...
It was easy when everyone in the team of 20 was a programmer, now you have a shitload of small specialized jobs that never come close to touching the C++ portion of the game, and are relegated to the C#/blueprint shit.
And yes, big studios use blueprints too, when porting dragon quest to the switch, they actually had to port all the blueprints to C++ to get enough CPU performance to run the game well on it.