How do you decide whether that old feature is fixable or whether it's so far gone that it needs a refactor?
TL;DRThey decide by asking whether the system was built in a way compatible with streaming and server meshing; if not, it gets rewritten rather than patched, and some such calls have already been made.
Well, so that's a good question, right? Because sometimes the worst cases like this is when a system or an issue is almost fixed, right? Where a developer comes in and is like, oh, I have a fix for this. But what we need to do now is also look at these features to answer that question, which is, is the way the feature or the system was constructed compatible with what the PU is going to be, or what the technology behind the PU will be? A combination of the streaming technology that we've built before, that has been a very complicated and complex system even on its own without server meshing, and then the systems on their streaming and server meshing together. And so there are systems in the game that are not adapted to that approach, right? And so when we look at one of the key problems that we see in the game, we're going to look at the underlying system, and if we need to rewrite, it'll be because, yeah, it needs to be rewritten to take advantage of streaming and server meshing properly, versus trying to patch and kind of cobble it together to make it work. So that's how we make the decision. We're going to have to look deep in all these things to decide which one's needed. We've already done some of it. We're calling out some stuff already.