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And 70 million people go eat Mickey D's every day, doesn't make it good in any way. Whenever I play unity games (rarely to be honest as I play maybe 5-20 hours
by jcelerier 4y ago
And 70 million people go eat Mickey D's every day, doesn't make it good in any way. Whenever I play unity games (rarely to be honest as I play maybe 5-20 hours a year nowadays, but this has been consistent) I brace myself for a laggy experience. Most people don't care about this it seems but it really makes me want to close the game when there's a laggy scene (and definitely put the tech used in my blacklist).
- pjmlp 4y agoI have the same happening to me with C and C++ games, so it isn't a given that the language along is the cause, rather the ability of the programmers.
- jcelerier 4y agoThe very vast majority of native games I played don't have the kind of lag that unity games have (and seem to do much more things). Only very bad one I could remember was Neverwinter nights 2.. that one was really unplayable even on god-tier computers
- pjmlp 4y agoI would still blame the programmers. Doing the game in C++ certainly hasn't helped Cyberpunk 2077 performance and being bug free.
- jcelerier 4y agowhat Cyberpunk 2077 does is incomparable with the games I'm mentioning having lag in unity, which are slow-paced 2D games
- kaba0 4y agoOr maybe you just don’t notice it with unity games that work decently? A classic case of confirmation bias.
- jcelerier 4y agothe only games I noticed it to the point it was actively bothering me and distracting me from the game were: - Unity games - NWN2 which I mentioned - CrossCode which is an HTML5 game (while being an absolutely great game, performance wise this one was by far the worst I ever experienced, it's laggy on a fucking GTX1070 / 8750H / 32GB RAM system for a 2D pixel-art rpg and made me quit the game in rage more than once)
- kaba0 4y agoA minor, not well-thought out use of shared pointers in C++ can easily add much more to execution time (and yes, I know it is not often used in game dev)