Gunschlinger

Gunschlinger

gunschlinger.bsky.social

he/him C++ Programmer. Currently working on my Survival Horror Game Trypan! Wishlist here https://store.steampowered.com/app/1550000/TRYPAN/ || Ork big bozz || I retweet Gamedev and memes

👤 Joined on 11 November 2023

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  • 11 Kas 2023, 18:56
    🎉 Bluesky'e katıldı - İlk kullanıcı adı: @gunschlinger.bsky.social
  • 13 Kas 2023, 17:08
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Tim Sweeney looking at his bank account after asking grok to make a Star Wars x Marvel extraction shooter that everyone totally wants right now

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Jon Gregory
14 October 2026 18:46

My ref is Borderlands 4. Performance issues, sure. But nanite (presuming they used it as a high profile UE5 game) has traded texture popin for geo popin such that when you pass the LoD boundary for the trees' anims, they also cross a nanite scale threshold that causes them to wildly jerk around.

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Jon Gregory
14 October 2026 18:46

Also there's misconceptions about what nanite is based on Epic's marketing blitz. They did not invent meshlet based LoD, to my knowledge. That it can collapse down a 5mil tri mesh to make a playable scene doesn't mean you can just dump different 5mil tri models into memory infinitely.

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Jon Gregory
14 October 2026 17:03

Also the game they built the tech around running it decently is misleading generally. Fortnite has had a bunch of stuff to help it like runtime virtual textures for way longer than the engine has, and it also has the engine team in house to wrench on things when problems arise. It's a bad ref.

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Jon Gregory
14 October 2026 17:03

Eh, that's kinda accurate. They're high end features though, and they're also very workflow dependent. They've not really succeeded much at smoothing the edges where either can cause huge performance hits. Those hits also tend to compound existing issues with the engine's tech.

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