I imagine game devs only have two stakeholders: managers and publisher. And those are real numbers from the customer/human factors. They like to do this typically well after CDR, but 1-2 months before red label delivery. The software engineers are typically overruled by the PE until the government points out that holding a button for 5 seconds to power on the device, and then then getting their first screen 30 seconds later is unacceptable. Typically the two customers and human factors has signed off on the terrible use case. I could use tips as I've never had luck here. My general attitude when I'm asked to implement something that will feel janky for the end user is to try and get the stakeholders to change the requirements in a way that will allow me to ship a more polished, maintainable software product with the resources I have. This is one of my favorite games in the last few years, but It wouldn't be there if I was playing PS4 pro with the issues they mentioned. From what it sounds like from DF, the core platform was PC which typically shoehorning and downgrading to make things work. That's really problematic due to the FMV likely having a different resolution and aspect ratio and possibly even a different bit rate then what the PC player is playing the game in.Ĭonsole is a little easier because they get to extremely limit what resolutions and bit rate the player has, but possibly have to wrestle with loading times. Where as SW3 will cut to FMV right in the middle of gameplay several times a segment. Most normal games, hit a point, they stop the game engine, they load the video, and they play it. They jump instantly to them multiple times during gameplay which creates a lot of problems that normal FMV doesn't have. These cutscenes aren't typically cutscenes. Video encoding and decoding is a complicated thing.
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