- actually there is, and it's called "the ps4 is incapable of running UNBEATABLE"
- Legit question: Is this because of the engine it's running on? My assumption is that if the game had its own engine, optimisation *can be* tighter but the work is greatly increased? I did an interactive digital media diploma using unity, and I suspect it has overhead that causes blanket limitations.Feb 5, 2026 03:28
- I only ask because I'm using godot now for a small hobby project and it's so easy to use, but I'm not sure how much is a trade-off by using the engine - how "light" is the engine used? 1% overhead? 10% sort of thing? Is this line of questioning even along the right path?
- (I have searched for this before, but not really got answers from established developers)
- it’s not blanket overhead; we use a pretty stripped down render pipeline all-told it’s really just one thing: not enough video memory - even given our super efficient sprite packing, thousands of frames of animation add up. we’ve been working on optimizations elsewhere but that’s hard to resolve.
- Thank you for clarifying, you've explained this really well. I know it's silly but dev work really excites me, I love learning *why* things are the way they are.