Let's fix this!
#UE5 #gamedev
https://larstofus.com/2025/09/27/speeding-up-the-unreal-editor-launch-by-not-opening-5500-files/
@LarsThiessen Excellent work! (also, I see @superluminal screenshots, I like :))
I suspect finding and fixing these types of small slowdowns can be a fulltime job at this scale. My last several years at Unity were similar, but it is an uphill battle. Yes you find a ton of small inefficiencies all the time, and they are easily fixable. The problem is, there are several hundred people sometimes adding *new* inefficiencies.
@dotstdy it seems like assets/content packs would need to be part of some regression test suite (and therefore checked into that suite's repository)?
(here it definitely helps to have a VCS that supports checking out only a strict subset of a large mono-repo.)
@dotstdy to track performance tests using asset sets that reflect real-world use cases would of course require A Big Goddamn Mono-Repo, but then, it's not as if Epic doesn't have the resources for this. They ought to be able to have constant inputs and reproducible outputs (including a reproducible duration as one of the outputs for each test in the suite).
And it would help their users to make things faster (which seems like it would help their business?)