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Bir çeviri sorunu bildirin
You can have a very LARGE texture, that was created with poor artistry and lacks quality.
Same goes for polygons, when I first got into 3D modeling, I created noob models that were hundereds of thousands of polygons more than they needed to be.
Can't wait to see how this looks on PC with max settings
The optimization is already done by the Engine, Capcom just needs basic commonsense in game design to ensure it works like SFV
Hence why the requirements are identical to SFV which happens to be the most optimized fighting game.
This isn't PUBG running UE4 with a map the size of DayZ.
UE4 was literally designed for these types of games.
Show me proof of an unoptimized fighting game. And no MKXL doesn't have optimization issues it runs perfect so long as ur not using a potato.
game design doesn't work like that, I work in UE4, things are not as automatic as you're suggesting.
I'll give you a little tip about software development (though it's true when it comes to any kind of work): if software developer is incompetent hack or has no experience (which is especially important), not even the most flexible engine in the world can save his ass. If you don't think so, go ahead and make your fighting game on the same Unreal Engine 4 (if you tried to work with it, you would be confused even if you knew C++). I think you would be the first to make a fighting game on UE4 (UE4 was released in 2014 and is fresh as ♥♥♥♥ to this day). MKX uses modified UE3.
I think you forgot one little detail: MKX ran like total ♥♥♥♥♥♥♥ until it was fixed by QLOC (and no, they did not change the engine to reduce performance issues), mainly because it was developed by an absolute joke called HighVoltage which can't make even console games, I don't think they ever did something which was optimized. I wouldn't say that MKXL performs great though, I think much more competent developer with better experience would make a better job with it.
What's very ironic is that I saw a lot of people who ♥♥♥♥♥♥♥ about UE4 terrible performance, mainly because of games it uses (it really reminds me of Unity situation as well). ARK is probably the worst example of a UE4 game which is unoptimized (or did they finally fix it?). But the reason why those UE4 games has terrible performance is because those games were made either by lazy hacks or by people who are new to this engine (again, it's fresh even to this day).
To make it short, when it comes to software development, almost everything depends from developer himself and engine is just really a tool. It can be ♥♥♥♥♥♥ or perfect, but if developer is a hack the engine won't make any difference.
Lmao.