If Stingray is the problem: During the early project phase Stingray was discontinued. They knew that for a really long time (at least 6 years) and still continued with it.
I however doubt that Stingray is the problem because
these problems persist since launch
most games on other older engines run smoothly if properly optimized
how is it possible that they picked this engine in 2018, when GPUs from that timeframe have serious performance problems? The only explanations are: Either they never tested this at the start or they added a bunch of problematic stuff during development in their code
They still had a license for it and it was tech they knew and understood well. The EOL may have occurred in terms of sales, but Autodesk still supported the license and so it makes sense for a small studio taking a big risk on a new product to reuse what they can.
Have you thought about reaching out to them and offering to show them how it can be optimized? The number of SWE's out there that understand GPU architecture and game engine optimization for DX[11-12]/Vulkan are a select group so if you can lend any help here I'm sure they'd greatly appreciate your expertise.
If Stingray is the problem: During the early project phase Stingray was discontinued. They knew that for a really long time (at least 6 years) and still continued with it.
I however doubt that Stingray is the problem because
So anyway it's entirely their fault.
They still had a license for it and it was tech they knew and understood well. The EOL may have occurred in terms of sales, but Autodesk still supported the license and so it makes sense for a small studio taking a big risk on a new product to reuse what they can.
Have you thought about reaching out to them and offering to show them how it can be optimized? The number of SWE's out there that understand GPU architecture and game engine optimization for DX[11-12]/Vulkan are a select group so if you can lend any help here I'm sure they'd greatly appreciate your expertise.