this post was submitted on 04 Jul 2025
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Anon is not entirely wrong though... we have become pretty lazy regarding optimizing software.
Companies don't want to invest in creating their own engine anymore, so now we get unoptimized unreal engine games now.
its harder to hire new devs if engine is built in house, because no one outside the company understands how to use said engine unless its open for the public to use. thats the biggest drawback of in house engines (other than the increased develepment life cycle to develop one)
its why for example, many 3rd party ports/remasters of old games use unity for example.
Using an inhouse engine makes sense only if you can retain a lot of talent. or have several projects that use it as a base.
Is it though? I mean big companies most probably tweak whatever engine they use too, and the whole game is closed source, so company specific stuff is obiqutous to say the least.
Good points otherwise IMO.
yes, but tweaking whatever engine they have, still uses a lot of the underlying engines code, which more freemarket devs will use. There's a huge reason why a lot of the companies who build engines in house are in japan, because labor laws in japan makes it so developer retention is usually very high.
Kojima and fox engine is an example of a well designed and optimized engine, but konami didn't like it because of how much millions kojima spent developing both it and MGS5 hence the bad blood between them