Something that is redundant is not needed, it’s a descriptive term. Layoff is a relatively recent US euphemism meaning relax or rest which became associated with non-working periods for seasonal work then evolved to cover redundancies. The US term is the weird one here.
Strongly disagree. While a lot of work does go on to art assets which should be simpler to migrate, the code is absolutely what makes the game. There are tons of very successful games with low quality or stock assets, there are very few popular games with broken code.
Even then, it’s still a lot of effort to check every asset you’re using to ensure they work as expected in your new engine.
Why did they include questions in their faq that they didn’t want to answer? “Protecting IP” isn’t a benefit to the player, and claiming there’s no performance impact “at all” from denuvo is absolutely a lie; everything a computer does uses resources and therefore impacts performance, though you could argue how noticable the impact is.
How are you all playing these insanely complex games?
Just some off the top of my head: Destiny, Deep Rock Galactic, Overwatch, and most recently Baldur’s Gate....
Shell called out for promoting fossil fuels to youth via Fortnite game (www.theguardian.com) angielski
Climate activists condemn oil giant for paying influencers to showcase marketing game from new gasoline campaign
Team17 hit by redundancies - UK firm latest to suffer layoffs (www.vg247.com) angielski
Creators of Slay the Spire will migrate their next game to a new engine if Unity doesn't completely revert their changes (nitter.net) angielski
Picture taken from their Twitter
PAYDAY 3: Technical Open Beta FAQ (www.paydaythegame.com) angielski