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Probably a lot fewer that works on the actual engine. And of them, none of them might be a DirectX 12 expert. Thats just what happens in real life sometimes.
Meanwhile there will probably be quite a few DirectX12 experts who play games as hobby, and have the know-how and a few hours to look at the problem.
Look I was taught and told that optimisation should be done at the end of development because if you refracter code to optimise it then there’s a chance that breaks something else and after continuing development the code you ‘optimised’ will end up being refractored again anyway (and probably end up less optimised).
I’m guessing having… more than a thousand people work on it for over a decade… probably… didn’t really help matters. just a guess.
Probably a lot fewer that works on the actual engine. And of them, none of them might be a DirectX 12 expert. Thats just what happens in real life sometimes.
Meanwhile there will probably be quite a few DirectX12 experts who play games as hobby, and have the know-how and a few hours to look at the problem.
Look I was taught and told that optimisation should be done at the end of development because if you refracter code to optimise it then there’s a chance that breaks something else and after continuing development the code you ‘optimised’ will end up being refractored again anyway (and probably end up less optimised).