JohnEdwa,
@JohnEdwa@kbin.social avatar

Because when you are giant studio using Unreal Engine there really is no excuse for poor performance or porting. But when you are a (relatively to Epic or Sony/Microsoft etc) a tiny team building a game using the engine you came up with yourself with its roots somewhere around 2010-ish , back when 6 cores was a brand new thing and have been tweaking it ever since, you do get some slack if it doesn't multithread perfectly.

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