Well, here's sort of the messed up part.... They are going to be spending far more money now Optimizing these games.
One of this industries biggest engines to build games on, Unreal Engine, doesn't have the option or options to 'optimize' the projects built upon it as that thing was made to run on the TV of some Rich Prince from Saudi Arabia. Before Unreal took over, companies had to come up with their own rendering software, game engines and optimize it as best they could to run on almost all computer architecture or the most popular machine to date; As there is no other computer program LIKE a video game where instead of processing data sheet, data tables and trading that info with another computer; it has to do that with triangles, square's and bitmaps...
But with a massive chunk of the industry running Unreal Engine, a platform with more bugs and security issues than the next Windows 11 update; they now have 4 roads, all of those roads are going to BURN more money. From the worst option to the best one...
Road #1; Build/Derive a new game engine with all of the optimization built in, This kind of work can take months to a few short years as a lot of the college grads being pumped out don't even know how to do basic geometry; just click the button in Unreal Engine and it makes the balls bounce. They will be wasting time developing that engine and moving all of the game elements & resources over while bug fixing that mess and all of the problems that come with it. The upside to this though is they will have an engine they own, proper documentation for it and can build upon it or improve it and even license it out to colleges to train the next generation of develoeprs.
Road #2; Finish their projects, put them out to pasture; let the chips land where they fall and start making hard decisions of who to cut.
Road #3; Debug the mess, scale back to current project, get it out the door. Then proceed to perform Road #1 by any means necessary; fire the bloat, keep the eggheads who know the difference between machine code and data pointers, get them to build a new engine by any means necessary.... And it will be balls hard, but with the industry as it is as it changes, they don't have much of an option....
Road #4; Try to optimize Unreal Engine... Which I laugh at... Unreal Engine is a nightmare to optimize.