Most people heading up studios had a backround in QA or production. So management has a familiarity and connection to the tools that are legacy. They can easily call bullshit when a hireling starts saying "Oh, my texture bake for a gun is going to occupy my computer for the next 8 hours. I'm going to leave it to cook, see you tomorrow boss!"
That's the big reason. Getting new tools for the staff would mean having to learn themselves.
Another thing is the "good enough, lets just get it done" mindset. That'd have a guy struggling and grunting to drive in some wood screws by hand because he doesn't want to climb through a messy garage to retrieve a powerdrill.
Theory of mind issue; you're thinking if you can do it then they can do it. Consider yourself a unicorn.
Linux has ALWAYS been an option. Every time windows is looking to impose a really shitty change, people threaten to go to linux. Do they though? Or they threaten to change cloud services... but they usually stay on azure.
You could have a manual transmission offer 30% better gas millage. People would still stick to automatic because they just don't have the mental bandwidth to learn manual after a lifetime of automatic.
Not justifying it, just saying, humans preserve brainpower whenever possible.
That's the big reason. Getting new tools for the staff would mean having to learn themselves.
Pure laziness as far as I'm concerned but your information is very valuable and it explains a lot of what's going on. If I'm a single indie developer and can switch engines so can they, they've got no excuse. It's not just that this software is legacy, it's utterly deprecated by today's standards, moving from Unity to Godot for example with my own experience I was shocked at the amount of bloat Unity had by comparison. Even simple things like loading up the damn project took seconds by comparison and it was purely because of the amount of junk Unity has in it's back end. That's a whole other topic I rant about regularly though with regards to game engine choice.
I mean for fuck's sake, an example of a fantastic feature Godot has been looking at introducing is the idea of a drop down selection for multi-threading. This means you can have individual objects in the game running off separate cores as opposed to the first one with the click of a button instead of having to go into the code yourself and write up the multi-threading behaviour which is remarkable. I'm going to have to do some testing on it when I get my project properly playable.
Most people heading up studios had a backround in QA or production. So management has a familiarity and connection to the tools that are legacy. They can easily call bullshit when a hireling starts saying "Oh, my texture bake for a gun is going to occupy my computer for the next 8 hours. I'm going to leave it to cook, see you tomorrow boss!"
That's the big reason. Getting new tools for the staff would mean having to learn themselves.
Another thing is the "good enough, lets just get it done" mindset. That'd have a guy struggling and grunting to drive in some wood screws by hand because he doesn't want to climb through a messy garage to retrieve a powerdrill.
Theory of mind issue; you're thinking if you can do it then they can do it. Consider yourself a unicorn.
Linux has ALWAYS been an option. Every time windows is looking to impose a really shitty change, people threaten to go to linux. Do they though? Or they threaten to change cloud services... but they usually stay on azure.
You could have a manual transmission offer 30% better gas millage. People would still stick to automatic because they just don't have the mental bandwidth to learn manual after a lifetime of automatic.
Not justifying it, just saying, humans preserve brainpower whenever possible.
Pure laziness as far as I'm concerned but your information is very valuable and it explains a lot of what's going on. If I'm a single indie developer and can switch engines so can they, they've got no excuse. It's not just that this software is legacy, it's utterly deprecated by today's standards, moving from Unity to Godot for example with my own experience I was shocked at the amount of bloat Unity had by comparison. Even simple things like loading up the damn project took seconds by comparison and it was purely because of the amount of junk Unity has in it's back end. That's a whole other topic I rant about regularly though with regards to game engine choice.
I mean for fuck's sake, an example of a fantastic feature Godot has been looking at introducing is the idea of a drop down selection for multi-threading. This means you can have individual objects in the game running off separate cores as opposed to the first one with the click of a button instead of having to go into the code yourself and write up the multi-threading behaviour which is remarkable. I'm going to have to do some testing on it when I get my project properly playable.