Cadaver747: Every time I run anything related to Unity on my computer, it feels like my video card is being pushed to its limits with coolers working like rocket turbines, almost as if the game has sent it to a crypto mining colony or something.
I have plenty of Unity games that run silently. On the other hand, Valhalla Hills, made with Unreal, is something I've never been able to play because the fans go to max after a few minutes, regardless of settings, and never stop until the game is closed. And it should be a relatively low-end game.
rtcvb32: Mhmm, i know whatever format they have internally is very unoptimized. Unless the files are packed with videos or something with substance, then i usually get like 20:1 compression with 7zip, so something about their files are bad. I first noticed this with Oh Potatoes a weapon shop, the game was like 4Gb in size, but compressed to like 300Mb. This was back in 2015 or something.
That's...not how any of this works, at all, for any engine. There's no "internal Unity format" or anything. Textures can be compressed or uncompressed; if the devs are mostly using uncompressed textures and just leave it at that, then the game could potentially zip well. Uncompressed is fairly common for 2D games, however you can mitigate the file size by using an external format like PNG (not JPG, which has no transparency and therefore could not be used for sprites). GPUs do not use PNG, so PNG files must be loaded and then uncompressed, which adds some loading time. Possibly the devs didn't do that, either intentionally or not, which isn't Unity's fault.
When considering compressed textures, compression on GPUs is nothing like JPG, but rather a type of lossy compression that's always a fixed size. There are a number of different GPU compressed formats with different qualities, but e.g. DXT4 or DXT5 compress using a 4:1 ratio, so a 256x256 texture that's 2MB uncompressed will always be 512K compressed. (All this is ignoring mipmaps, which increase texture file sizes and memory usage.) It's quite possible to do much better with JPG, but again the textures would have to be stored externally as JPG files, loaded in, and then converted to a GPU compression type, which can significantly slow down texture loading, as well as possibly being lower quality than pre-compressed textures. Not to mention mipmaps would have to be auto-generated, which you might not want for various reasons.
And this doesn't work with texture streaming. All engines have to deal with this sort of thing as it's inherent to how hardware works. It's not that common to find textures stored as JPG; mostly they're stored in a native GPU format for efficiency.
EverNightX: I don't make games professionally either.
LOL, that was blindingly obvious from the beginning.
clarry: Unlikely. It is legally very shaky to pull once-sold products from players' accounts and involves more than just the publisher.
amok: It isa little shaky, but legally they can. This is all i the licensing agreement
They absolutely legally can not, and it is not.
Review bombbing is bad, but with this a few people can bancrupt a developer by buying the game onse (on a sale for example) and then just install it over ad over on several devices.
No, because that requires a way to detect installs, which they don't have. Instead they have a "proprietary data model". Whatever that means. Could be a random number generator for all anyone knows.