Your UE5 game runs at 24fps. What now?
Before the LOD pass, the animation rewrite or the inevitable argument about Lumen: take a trace and find out which bit is actually slow.
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Unreal performance, production risk, studio health and technical diligence - with room for code, captures and working notes.
Before the LOD pass, the animation rewrite or the inevitable argument about Lumen: take a trace and find out which bit is actually slow.
Ask how long the build takes and you may get three different answers. Measure the working day instead: that is where the money is going.
Sixteen weeks is enough time to change the outcome, but only if the awkward decisions happen near the beginning rather than near the end.
No enormous checklist and no instant verdict. The first job is to work out what is true, preferably before forming a clever theory about it.
The general technology checklist matters, but games have several entertaining ways of hiding risk in the build, the contracts and two indispensable people.
If the product is unchanged apart from a new scoreboard, the novelty will wear off. The useful lessons from games sit rather deeper than that.
A ban which everybody works around is not much of a policy. Neither is letting every team choose a tool and hoping the records turn up later.
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