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submitted 9 months ago by ijeff@lemdro.id to c/technology@beehaw.org
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[-] GammaGames@beehaw.org 69 points 9 months ago* (last edited 9 months ago)

Despite bringing in over $1.8 billion in revenue in the 12 months ending in June 2023, Unity was nearly a billion dollars away from profitability during that same period, thanks in large part to a wave of expensive acquisitions.

🥴 brilliant decision makers at unity

[-] JakenVeina@lemm.ee 28 points 9 months ago

Love how this plays in relation to all the arguments of "well, you have to understand, Unity doesn't turn a profit yet, they need to be able to make money", from when they first announced the change.

[-] JohnEdwa@sopuli.xyz 26 points 9 months ago* (last edited 9 months ago)

It's by design, you don't need to pay taxes if you don't generate profit, you can just shovel more value into the company with investments and acquisitions that then hopefully generate you even more money in the future.
And at the same time you can point at that loss and use it as an excellent scapegoat for doing shitty things.

[-] CmdrShepard@lemmy.one 2 points 9 months ago

I believe they can also load all that debt into these acquisitions before taking what they want and selling the rest off in bankruptcy, no?

[-] anlumo@feddit.de 17 points 9 months ago

Weta was an especially weird and expensive acquisition, since they're not even in the same field.

[-] RecallMadness@lemmy.nz 12 points 9 months ago

Weta is researching and building (amongst other things) graphics processing technologies.

Being able to take cutting edge technologies from the film industry, optimising them and selling them as “click and go” solutions in Unity would be a huge win.

[-] anlumo@feddit.de 8 points 9 months ago

StageCraft is the only thing where there is even a small overlap between game tech and the film industry, and that one is using Unreal Engine. Other than that, the special effects used in movies render at minutes per frame, not frames per second as in games. There's no technology suitable for Unity in that.

[-] RecallMadness@lemmy.nz 6 points 9 months ago

I can think of applications of Weta’s MASSIVE in games.

They do a lot of work on mocap technology, which is used in game dev.

And sure, movies run at minutes per frame, but reusing the knowledge and skills developed during the production of them can be applied to game development. It’s not 1:1, but there’s transferable skills. And there’s always emerging technology. Take Gaussian Splatting, that potentially could take realistic low-fps CGI scenes and make them realtime.

[-] interolivary@beehaw.org 1 points 9 months ago* (last edited 9 months ago)

movies run at minutes per frame

That's usually called a slideshow 😁

[-] stilgar@infosec.pub 1 points 9 months ago

They're talking about the rendering speed, not the playback speed.

[-] interolivary@beehaw.org 8 points 9 months ago

Wait, they acquired Weta? I thought it was just cooperation or something like that

[-] anlumo@feddit.de 5 points 9 months ago
[-] interolivary@beehaw.org 4 points 9 months ago

Ah, thanks. I completely missed that somehow, although I haven't really been keeping all that much of an eye on Unity (or the games industry in general, really) in the years since I quit working there

[-] GammaGames@beehaw.org 3 points 9 months ago

The talk was that Unreal was starting to get used in the entertainment industry for real-time set effects and they had no way to compete in that space.

[-] anlumo@feddit.de 2 points 9 months ago* (last edited 9 months ago)

Well yes, but for that they need to develop a competitor to Nanite, and Weta won’t get them any closer to that.

this post was submitted on 26 Oct 2023
50 points (98.1% liked)

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