
Also keep in mind that all of this is pretty much loaded at all times except when not in actual school gameplay. You've got the blood spatter, flowers for the censored mode, the dismemberment, the water from the fountains, the movements of every NPC. We're talking a game with a bunch of roaming NPCs, all with their own coded schedules, and a whole bunch of other graphics all needing to show up at once or at least be capable of it. The quality of the visuals has less impact than you're thinking. That's the issue here, potatoes can't handle Yandere Simulator. They'll run, sure, but not as well as on a mid tier or higher. I have yet to see a single Unity game run decently on a potato, toaster as you called it. You should google "tinyBuild Yandere Simulator", you would see that, again, the game's history is filled with mismanagement and unprofessionalism.ĭ3d11: failed to lock buffer 000000006B6E3010 of size 1456109.
#Yandere simulator code professional
I also would not count on the possibility of external professional developers being hired. Now YandereDev probably needs days to develop or fix something that would require a few hours with a good architecture. That is normal for any new developer, but he apparently did not acknowledged the technical debt (poor code), and it became more expensive, years after years. Again, maybe YandereDev is an hardworking person, I am not here to fuel the hate against him, but he made a lot of poor technical choices.
#Yandere simulator code software
The actual issues with Yandere Simulator code is not about the performances (compilers are really good to auto optimize code), but the fact its software architecture is unmaintainable. A lot of (mostly useless) features were added to the game, in addition to bug fixes, but there are news about the first rival being developed since a very long time. sure YandereDev did not only worked on the first rival during all of those years. No, the first rival did not take only two weeks. Click to expand.No offence, but you really sound in denial.
