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Admittedly, the audio argument was based on my own hearsay and light reading about the subject (in-game audio).
I’ve never dealt with audio too much in Unreal, but it was my understanding that games began ballooning in size in the early 2010s due to shipping with uncompressed audio files. If my memory serves me, the biggest example that comes to mind was Titanfall (whether 1 or 2, I can’t recall). That of course wasn’t made in Unreal; my unfounded assumption was that it had carried over into audio systems-design Unreal 5. Clearly, I’m wrong.
My work is around DNN-powered CAD asset generation, procedurally and statically, and I do actively experiment with Unreal environments. I still stand by my stated criticisms of young developers and designers in areas related to environment logic systems and asset creation and optimization.
Apologies for the unnecessary audio argument.