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90% Of D&D’s Project Sigil Team Laid Off
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<blockquote data-quote="Ruin Explorer" data-source="post: 9616279" data-attributes="member: 18"><p>This is literally something I've been going "BUT WHY?!" about since we saw the initial demo, which was very visually fancy, because obviously that wasn't going to run on lower-end tech.</p><p></p><p>If I'm guessing and being positive I'd imagine the plan was:</p><p></p><p>A) Phones and computers are getting more and more powerful! (Incorrect but a common misconception, actual gains are getting increasingly minimal/specialized)</p><p></p><p>B) We should plan for the future not today - planning for today was the mistake we made with Silverlight! So let's select an engine that will be around for a while.</p><p></p><p>C) We also want an engine that is relatively easy to extend to more devices in future.</p><p></p><p>All these choices led them to Unreal 5. I think they expected that they'd have a product out sooner, and that it'd run well on PCs and could then quickly be translated to Mac and so-called "flagship" phones (i.e. $1000+ phones). And in say, four or five years, most new phones would run it.</p><p></p><p>I don't think that was remotely the right call, but I do think that was the call that got made. Or something just dumber but I'm being charitable.</p><p></p><p></p><p>Whilst I kind of agree, the issue is that in the United States of America, 58% of mobile phones are Apple and it was trending that way even back then. Some Americans are even socially trashy about people not having Apple phones, which is wild.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9616279, member: 18"] This is literally something I've been going "BUT WHY?!" about since we saw the initial demo, which was very visually fancy, because obviously that wasn't going to run on lower-end tech. If I'm guessing and being positive I'd imagine the plan was: A) Phones and computers are getting more and more powerful! (Incorrect but a common misconception, actual gains are getting increasingly minimal/specialized) B) We should plan for the future not today - planning for today was the mistake we made with Silverlight! So let's select an engine that will be around for a while. C) We also want an engine that is relatively easy to extend to more devices in future. All these choices led them to Unreal 5. I think they expected that they'd have a product out sooner, and that it'd run well on PCs and could then quickly be translated to Mac and so-called "flagship" phones (i.e. $1000+ phones). And in say, four or five years, most new phones would run it. I don't think that was remotely the right call, but I do think that was the call that got made. Or something just dumber but I'm being charitable. Whilst I kind of agree, the issue is that in the United States of America, 58% of mobile phones are Apple and it was trending that way even back then. Some Americans are even socially trashy about people not having Apple phones, which is wild. [/QUOTE]
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