>>21545777It takes additional cognitive load to follow and memorize proper notes.
Optimization fundamentally is the same as in mechanics. You cut amount of energy spent, amount of operations. State of the art optimization takes an unpredictable amount time, because usually it's not achieved by conscious effort, but rather takes subconscious, intuitive effort(cases when it happens suddenly you know how to solve it out of seemingly nowhere), which requires some genius. So almost nobody does it, instead there are certain practices of subpar efficiency that can be followed as you go. People know how to write "reasonably" efficient code, when I say it's not really efficient, I am just geeking out.
For end user, UE5 games could maybe be twice as fast. Pulling the number by a guess, because I roughly imagine how it was built. This "twice" might often consist of "micro-optimizations" that are not worth it to follow even in low level gamedev as of today, this last "twice" is considered too expensive for a company.
Since writing code is expensive, IT industry favors generic solutions, as in, Swiss knives instead of perfectly suitable tools. For example a type of object that can work with divisible coordinate values covers all possible cases. But if we split it in two cases, one for divisible and one solely for integer values, we save memory consumption for integer cases. Saving memory does not only mean that it takes less RAM, it also means it's faster to read in complex cases and therefore act upon. And all software consists of Swiss knives, UE5 too.