Without any flashy marketing campaigns or social media fanfare, Valve rolled out a routine Steam Client update containing a very simple line in the patch notes: “Improved Steam Client startup performance.”
Without any flashy marketing campaigns or social media fanfare, Valve rolled out a routine Steam Client update containing a very simple line in the patch notes: “Improved Steam Client startup performance.”
Tim Sweeny: “Is there anything we are better at than steam? Literally anything? I will take anything we can market, no matter how pathetic and desperate it seems.”
Going forward we optimize for “restore from system tray” time. That’ll be a game changer.
Unreal is better than Source.
In terms of graphical features, sure, probably. In my (admittedly limited) experience Source games tend to have much better performance and modding, which I find much more important.
Yeah, while the graphics capabilities of Unreal are about a decade ahead with dynamic occlusion culling, hyperrealistic lighting, a very very large set of libraries of 4k and 8k textures, and volumetrics…
the downside is that Unreal Engine is difficult to optimize and harder to use with low level programming.
I expect things to get much worse as they continue to slop-ify. They already advertised an “AI-assisted” build when they published the comparison.
That’s up to developers that use it. Though I haven’t much experience with Valve’s profiling tools it being closed source makes it harder for devs that want to rewrite any given feature
Yeah but the performance is mostly due to its age. It’s much more limited in what you can do. BSPs are great for efficiency, but they’re a huge pain to work with when creating a map. Unreal is leagues better to work with in just about every way.
Until Unreal is completely sloppified
The licensing for source is better than unreal. Its only stipend it has to be published on steam. (Which you’re most likely to do anyway) while unreal requires 5% royalities over 1mil gross revenue (outside of epic store, which lets be real… wont account for much)
FWIW Steam takes a 30% cut from sales
And for that cut they provide hosting, cloud saves, promotion, distribution, community support, workshop availability, DLC handling, and a store page. The cut is also much less than what larger publishing companies charge for less service. Self publishing is very feasible on Steam.
He was recently quoted in an article saying that in order to be successful, games need to launch on the Steam platform.