Aquinus
Resident Wat-man
- Joined
- Jan 28, 2012
- Messages
- 13,171 (2.79/day)
- Location
- Concord, NH, USA
System Name | Apollo |
---|---|
Processor | Intel Core i9 9880H |
Motherboard | Some proprietary Apple thing. |
Memory | 64GB DDR4-2667 |
Video Card(s) | AMD Radeon Pro 5600M, 8GB HBM2 |
Storage | 1TB Apple NVMe, 4TB External |
Display(s) | Laptop @ 3072x1920 + 2x LG 5k Ultrafine TB3 displays |
Case | MacBook Pro (16", 2019) |
Audio Device(s) | AirPods Pro, Sennheiser HD 380s w/ FIIO Alpen 2, or Logitech 2.1 Speakers |
Power Supply | 96w Power Adapter |
Mouse | Logitech MX Master 3 |
Keyboard | Logitech G915, GL Clicky |
Software | MacOS 12.1 |
I take offense to this statement. Most engineers would like to do stuff as well as they can but there is a caveat, doing things right tends to take more time and depending on management, the engineers might not have a choice to do it the correct way in order to hit deadlines. I'm not this sort of manager, but I know of those who are and it comes at the cost of quality. However, in a business where you're trying to plan out business objectives for a year or two, knowing how long it's going to take to get stuff done is important and one could argue that estimating effort for work to be done is often a lot harder than just doing it.Lazy game devs that refuse to optimize bad ports are the ones with most to lose, and we are seeing that, sales of shit are getting incredible hard to go through distracted buyers.
Don't blame engineers for things that are out of their control. It's not like these are people doing it out of the kindness of their heart then half-assing it. The SDLC is a bit more complicated than just writing code correctly and people who don't do it professionally tend to have loud voices and an impoverished idea of how these things work in a corporate setting.