Unity/Godot unoptimized slop games

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account

kekkinhard

kiwifarms.net
Joined
Jul 26, 2025
Anyone notice the growing issue of games developed in Unity or Godot causing your GPU to blow hard af? These games aren't even really graphically intensive and the fans on my AMD Radeon RX 7900 XTX start sounding like jet engines. I can barely even hear the game volume over them. It happens even in 2D games. I am thinking it's a combination of the game engine and poor optimization. I can play and older game like Doom 2016 and Skyrim and my fan doesn't make a peep. I know they're older, but they're not from 2001 and have plenty of work for my GPU to do. Seems to be an issue isolated to indie games.
 
I've said this before and I will reiterate this point, the vast majority of game developers are absolutely terrible at programming. They suck at memory management and general computer optimization, their goal is to "make a game" and don't really care about hardware considerations the vast majority of the time so their shitty 2D game some how ends up taking up as many resources as possible.

It's soy-dev mentality.
 
There's definitely a crowd of soydevs (read: troons, browns and other low IQ subhuman retards) who learn game engines without learning basic problem solving and programming skills, combined with high narcissism and ego around their IP (even if it is objectively shite) leads to shite unoptimized games. They have this misconception that if the game engine itself is already optimized, it doesn't matter if they write unoptimized code or use unoptimized assets (MUH TOBY FOX HAD SHIT CODE THEREFORE I DONT NEED TO IMPROVE!!!11!)
Biggest examples of this is probably Yandere Dev and PirateSoftware, but I'm sure there are a lot of smaller retards who'll become huge lolcows if they ever find even a minuscule amount of success.
 
because making a game as an indie dev is hard, you're making the game in what little free time you have after work and with what little energy you have left after a while when tech debt starts to pile up if you can get it to the point where it's "good enough" and knowing that most gamers will happily blow $3000+ on a new PC anyways within the next year or so it takes the load off. i'm not happy about it but from an indiedev perspective you eventually reach the point where you've been working on a single game for years and you just want it to be done.
right now my game runs well for the most part, having modest hardware helps since if it can't run on my PC for debugging i'm not going to make someone else run it on theirs. once it starts dropping below a stable 60 fps at native res is when i pause and see where i can fix things. i try to look ahead and avoid doing stupid shit like for loops everywhere and i don't have all my dialogue in a single fucking unsorted array + switch statements holy fuck.
for aaa it's different since you have retarded execs that don't understand vidya gaems saying the game must be out by this date, no exceptions, and the people working on the game don't particularly care about the IP since they didn't make it, so they'll cut corners and throw shit together to meet deadlines and try to avoid crunch. that's how games like cyberpunk and no man's scam happen, they're mostly fixed now but people will always remember them from how they were on launch.
i can sperg more on gamedev if anyone else cares
 
These games aren't even really graphically intensive and the fans on my AMD Radeon RX 7900 XTX start sounding like jet engines. I can barely even hear the game volume over them. It happens even in 2D games. I am thinking it's a combination of the game engine and poor optimization.
People seem to think that high FPS is good, so they don't enable vsync. That 2D game is probably redrawing at 800 frames a second, grinding your CPU and GPU for no reason.
 
As others have pointed out it seems to be more an industry mindset rather than limited to particular engines such as Godot or Unity with UE5 having become synonymous with this issue.

The annoying thing is that it doesn't have to be like this. I play (as in a few thousand hours so far) the factory game Dyson Sphere Program which uses Unity. It launched a few years ago but is still in early access the development team apparently being 5 or 6 Chinese guys. Obviously the nature of the game means there are lots of moving parts for it to track and when I was running it on a 5600X the frame rate would drop on very heavily industrialised planets. Since switching to a 7800X3D I've never seen that. It's also never crashed under either W10 or Linux. The devs issued a major patch about a month ago addressing multithreading optimisation with options for how it uses CPU cores (and a guide on how to use it) the like of which I've never seen in any other game. I've not had issues though I've seen reports that some have.

If half a dozen guys in China can take optimisation so seriously and with such results I'm not going to be too sympathetic when the likes of Gearbox via the "unique" Pitchford aggressively insist that we must run in 720p at 30fps with upscaling and fake frames and/or buy 4090/5090s (which I will never accept are consumer GPUs as opposed to the modern equivalent of Quadros).
 
TBF every modern engine seems to do this.
Also, what's the current kiwi opinion of DOTS?
 
One reason this happens is the over use of plug ins and stock assets. Yes, you can drag and drop entire games worth of mechanics and assets in just a few days, but those will be unoptimised shit that gets worse each additional thing you add to it.

Making matters worse, sometimes devs are blind to this problem. Stuttering caused by shaders and caches is a one time thing that the dev won't see, but a player can experience a stuttery mess for every new graphic or sound that plays.


Oddly enough, as a crappy hobby tier game dev myself, in the community I see the exact opposite mindset. Angry rants about how having a couple of nested if statements disqualifies me as a developer. Or non-devs who insist that everything much be re-written in C++ (or worse, assembly) or I'm a hack. When my entire game has less polygons than geralt's nose, I don't think I need to spend weeks optimizing my level geometry.
 
Its because everyone fucking sucks shit at game development.
I had a massive sperg rant about it, but I'll just say I've never seen a Unity or Godot tutorial about optimizing your game and Unity makes no effort to put the Profiler window in front of you (probably because Unreal doesnt give a fuck either and markets Lumen as a replacement for light baking). Also a lot of asset packs people use are super unoptimized, like a 3Gb terrain pack can blow up the file size by 9Gb because it generates thousands of material variants.
 
Fuck Unity devs and fuck Unity. Even limiting framerate via Nvidia control panel doesn't help in most games to keep my 3060 from sounding like a jet turbine and reaching ungodly temps. The noise actually bothers me more than the temps. And fuck any brown mongoloid on the Steam forums that mindlessly parrots "Actually, your video card needs to run on max, it's built for it.". No, Akshit, there is no reason for my card blowing up playing some pseudo-8 bit Balatro knock-off.
 
Silksong sometimes stutters on my 9800x3d
I’d check the files of your torrented copy because there’s probably a Bitcoin miner in there. That’s the only reasonable explanation since Silksong shouldn’t even lag on a potato laptop.
 
I didn't even know Godot had any games.
AETHERIS is one of the few i own that uses Godot. Never seen it used as an engine outside of niche indie games. I prefer it over Unity simply because it doesn't blow up my video card, frame limiting works with it as it should.
 
I didn't even know Godot had any games.
AETHERIS is one of the few i own that uses Godot. Never seen it used as an engine outside of niche indie games. I prefer it over Unity simply because it doesn't blow up my video card, frame limiting works with it as it should.
cruelty squad was pretty much memed and it's on godot.
horribly optimized though as a GT710 can't run it without shitting itself even though the ps1 graphics implied it could run no problem...

also most unity/godot slop being unoptimized is just dev forgetting to handle asset streaming, that's why shitty 2D games take like 2~3GB because for some reason the retard forgets to cull objects out of the camera view, if it's on 3D then... i saw a game taking 11GB of ram... guess who was the culprit? the retard forgetting to cull shit, so much so it's on the unity optimization guidelines, which most devs don't fucking read.
 
This happens with Godot? Seriously?

I make small 2D games for fun and I've never experienced them being unoptimized with even the most basic of setup. I run everything through the debug to see how much resources get used up and it's always very little.
 
guess who was the culprit? the retard forgetting to cull shit, so much so it's on the unity optimization guidelines, which most devs don't fucking read.
So it actually is incompetent devs as i always have assumed. Thanks for clearing that up. I still haven't found a way to play Rogue Trader without my video card going ballistic, even with the (fantastic) DLSS mod that's up on Nexus there are parts where my card reaches concerning temperatures, no matter what i change in the graphics settings. The "forgetting to cull shit" explains the RAM usage spikes as well.
 
Back
Top Bottom