To be blunt it's probably more cost-effective for them to hack something like that together, then to take time to actually fix it. If you bought a ps4/5 you're effectively stuck with using that interface. I think they're moving to flutter now, but this is just how big companies work.
Not enough customers are going to not buy a PS4 because the web store is a little clunky.
Wow, I'm surprised to see it used in that large of a capacity that soon. I was under the impression that it was still a somewhat-glitchy prototype (especially in any non-mobile uses), but maybe it's time to give it another look. Thanks for mentioning this.
It's already miles better than React.
Dart itself is absolutely a pleasure to work with. No Babel !
Source for Sony using Flutter
https://devclass.com/2020/10/29/sony-takes-a-flutter-on-embe...
It doesn’t help that game updates go onto the SD card, not the cartridge. So updates to the whole game basically make your cartridge a DRM dongle.
It's absolutely atrocious; I don't think this has much to do with them using webtechnology, it's just an atrocious heap of spaghetti (and probably, guessing from the weird settings syncing and authentication, an architectural nightmare).
The ball of mud would roll faster if it were written in C++, for sure, but it would still be a ball of mud.
?????? Honestly I don't understand this argument - the iPhone didn't even support apps at launch, only the 2007 equivalent of today's PWAs, pinned websites.
For a product that is responsible for billions in revenue every year, I would expect them to have some of the best native developers working on it. Instead, they sorta wrangled web technology to sorta work. I don't understand why the performance is so bad on the PS4 of all things, given how it's a pretty decently specced machine.
They, and many other companies, should really look at the iPhone's early success - a BIG factor there was native code, meaning they could run on a single core machine for years while Android was struggling to push device specs up just to get their UI to feel performant.
And Apple's wasn't even optimal; they used objective-c which adds some overhead with every single function call (simplified: 'can I call this method on this object? Yes? Then call the method on the function call'. Only fixed with Whole Module Optimization in Swift iirc).
But it made such a huge advantage in terms of performance and battery life, Apple was easily five years ahead of any competition.