Quote Originally Posted by R041 View Post

Oh, and if it's an MMO - It's going to have a lot of server side instanced data. So that means dev in client will be placing stuff, not in engine. We used a tool that could transfer the coord/properties of prefabs from scene over to the live server, but that's different.[/INDENT]

We're already at a place where MMO dev should hypothetically be easy, but 'MMO' is complicated because server zones, data storage/fetch/security is complicated at large scale. Not because it's difficult to sculpt and LoD a rock.

But you are mostly right, that the dev pipeline is getting WAY better. Just don't really expect this team to give us more for less. When they know they can give us more for more, like how the real world works. :/

Yoshi prob looks at new pipelines and goes "Okay, so we can pump out 2x more creatures? Awesome. Split that time between this and this project." not "Okay so let's add 2x more creatures to 1 game for the same price as before"

That's why when people talk about in the graphics overhaul, how we can hypothetically have more objects and density per scene.. Most of us look at it and understand that it really doesn't matter, because that usually just means they can squeeze more out for less in dev. Not give us more overall.
Thanks for all the input, sorry I had to cut out some of your post or it wouldn't let me reply. UE5 is at 5.2 and they keep improving upon it which is very nice knowing it's going to get better and more optimized. I'm curious what you think can be improved when it comes to servers and such? I know for MMO's server data utilization is very important, does that also have anything to do with playing online games in any capacity on mere 15 mbps? I feel like 1 gig internet is mainstream now and was wondering if they bumped up the minimum internet specs if that would drastically change the way we play online gaming at all? That's something I'm still reading up on and learning...