As I said, if it works as advertised, cool. But give an artist or designer enough time, and they’ll eventually find a way to break something in a manner that triggers a clean rollback which confuses an async happening outside the current update loop’s thread and cascades into rollbacks on an async thread. Next thing you know, a quest designer somewhere has everyone on a test server rubberbanding like rubber chickens having a drunken yo-yo competition because some trigger code was dirty.
Probably. But what’s a producer to do after they’ve demoted half the gameplay designers to environmental story-telling two weeks before crunch? Give the janitor a desk because at least they understand the concepts of sanitation and garbage collection and probably wouldn’t try to use something async that was deleted sync and rolled back?
The worst pile of ___ I have seen built on Unreal in recent years was people using std:: namespace containers and std types to seriously build an online multiplayer game in Unreal with async slave threads for each player, then adding tons of spaghetti blueprints on top of all that.
It made my eyes bleed every morning.
Perhaps Verse being imposed could dramatically reduce things like that from happening. And help the engine lose this growing fame among gamers saying that it is an unoptimized engine (just like happened to Unity engine)
Verse would probably discourage such nonsense. But in its place we might get games with AI slop code where teh LLM overlord decided it needed 8000 lines of code to make a lightswitch so it could properly simulate alternating current oscillation, resistance, and voltage before it toggled on a point light. Not sure that would help the engine seem more optimized to the average player who’s just wondering why their fps hitches whenever they look at a switch in that game.