• MoonMelon@lemmy.ml
    link
    fedilink
    English
    arrow-up
    29
    ·
    edit-2
    23 hours ago

    I don’t want to dox myself, but I know what happened here. Performance was unacceptable on Series S, and it was unknown how effective optimization would be. BGS management is extremely risk averse, so they decided to add more loading areas. For example, making Neon multiple cells. Later the optimization team came through and it turns out that wasn’t necessary but CK workflow is way too manual and bug prone to undo the changes that close to release. I don’t remember if Purkey left before the buyout but Series S became the performance target and that made everyone freak out.

    • DdCno1@beehaw.org
      link
      fedilink
      English
      arrow-up
      2
      ·
      3 hours ago

      Interesting. This is good news for modders though, because this means that combining cells (similar to mods for previous Bethesda games) should be straightforward, even on current hardware.