In case you forgot: bipods are shit

It would be really nice if they can optimise a less buggy game to the similar performance level of Enlisted and Ready or Not now.

I got your idea. I have no evidence but one guess I had is while they can find resources for other more popular engines, they get them from Gaijin for free with even less effort. Because look at how slow and ineffective they fix bugs shows how unfamiliar they are to their codes, which should not happen if they researched and understood the code or wrote the code by themselves. Something like they announced a bug have been fixed but in fact not have happened a lot of times. Remote TNT still can not be picked up when placed on vehicles // Gaijin.net // Issues Also they implemented DLSS 3.1 before War Thunder and made silly mistake. DLSS bug cause ghosting behind gun front sight - English speaking section / Suggestions - Enlisted

While Ready or Not shows the potential of Unreal engine, there are still a lot of games with Unreal engine perform inefficiently due to ineffective developer teams. I had really bad experience with them on low-end hardware.

It may not be reasonable to believe a developer team unable to fix bugs can do better than some example with low performance I mentioned previously, so it may still be the relatively good solution to exploit resources from Gaijin if the lazy and money-orientated culture of the developers can not be changed, compare to maybe less bug but at 60% FPS and likely worse graphic quality.

imagine engine as a toolbox. UE is an toolbox that contains tools for almost every situation, while Dagor is toolbox specialized for vehicles.
DF cant get tools that havent been previously made for WT. if they want specific tool, DF need either make it themselves or request gaijin to make it, while if they used UE they could have gotten tool without problem.

idk how their bureaucracy is. i have worked in companies that wasted half of programmers time in various meetings that were and werent critical for the project. then you have work priority. maybe they are prioritizing developing new content more than fixing bugs. also fixing bugs is never easy. when you have thousands of lines of code you may think you fixed something, just for that fix to break something else. i remember in uni i needed to make some encoder/decoder. i found a bug morning before i needed to give it to professor and fixed it on decoder, but i forgot to apply corresponding fix on encoder. when i came to professor my program worked half the time and when i couldnt explain why it breaks he thought i copied code from someone or somewhere else. 10 minutes after i finished with professor i found the bug and fixed it.

it is not that it is inefficient or ineffective, it is just developers decision to optimize their game up to certain point that satisfies their market goal. if they want 80% of the market they will target gpu with 4GB VRAM, if they want 66% of market they will target 6GB VRAM. those with higher end computers are more likely to spend money on AAA game and enjoy its graphics. there is always cutoff point and there is always point of diminishing returns.

what if gaijin is the problem for those bugs? what if gaijin is whole bottleneck in actually fixing them? and how do you even imagine those resources? code? assets? manpower? when making enlisted they could only have part of code and assets cause it was vehicle oriented. loads of code and assets needed to be made from scratch.

1 Like

Thank you for your explanation today.

Maybe one good thing we still have is “usually” more realistic and “less buggy” vehicle damage model.

lol