Really dude ! “My issues …” ?!?
I’m just testing out something and discover that an imported PNG in Unreal is of size 4MB as uasset file. After cooking, the same file is found as a 16 MB file on android and that is not paper2D/UE4 related ? If it is me not understanding “the gaming industry and all their special little secrets”, how come that Unity does not have that problem ? I presume the only conclusion, if I follow your logic, must be that Unity is not a game engine …
You know what, I am a programmer for over 30 years now (diverse languages) and have dozens of certifications (and experience) in IT in general. So I think I can make my own judgments in that field.
I’m not a Unity fetishist , nor am I an UE fetishist and I do not “like” c++, delphi, c##, java, virtualization, linux, ITIL etc in particular.
I like “things” that offer me solutions to the problems I face and then use these for the projects they fit best for.
An extreme slow starting splash screen, is something every programmer had to face in the early '90’s when the computers were a little slower and keeping memory consumption and processing power low was of capital importance. You just started your program with a small external program that pops up as the splash screen and then, with a small delay (giving the UI the time to draw it to the screen), you start the actual program …
Your remarks on the memory usage and draw calls are founded and I already took them into account.
To be brutally honest, I’m closing this discussion as I still have not heard anything that would count as a reply for the original question …
If you wanna have the last word and reply, fine by me. You are the best and I wouldn’t even dear to question your knowledge and skills in game creation and UE in particular.
Cheers