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Comment by shmerl

> It's trivial in the sense that it's low technical risk.

The problem is not in the risk, but simply in the cost itself. It's an extra tax to pay. However quality can also suffer, see below.

> I can't speak for Epic, they are making an engine for every possible game and every possible rendering scene which is a harder problem than what we were doing. But the rendering backend isn't the hard part.

The story of Everspace illustrates my point. They were bitten by multiple issues in OpenGL backend of UE4, and it took Epic a long time to fix some of them. Their resources are limited, and they are more focused on more widespread backends obviously. Which is exactly the result lock-in proponents are trying to achieve.

parent shmerl 8 years ago

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