Bethesdas greatest strength is their engine, their games are only good because of mods. Without them, i couldn't care less, and they are very aware of this, it's why they continue to use it, they know the mods is a great strength. Also, having 1000+ people learn a new engine won't come cheap + takes tons of additional time.
and yes, with NPC's and their schedules, enemies, day night and weather cycles, physics, various other systems that has to be in place... that demo would run in like 5 FPS, and especially if Bethesda made it
You make a good point.
We need an Unreal/Creation engine collaboration then. The visuals of Unreal Engine for the graphics combined with the mechanics of the Creation engine for the gameplay.
I heard they were doing this as there was a rumour that The Elder Scrolls: Oblivion remake was some sort of dual engine game
I'd actually love to see what a technical-wise talented developer could do with creation engine, but that will never happen. IMO most of the shit attributed to how bad the engine is can be explained with how bad Bethesda is and always was on the technical side.
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
There are Total Conversion games done with their engines, for Morrowind, Oblivion, Skyrim, Fallouts... Even a commercial one for Skyrim i believe. It's not a great engine to work with, even if i only do graphical mods i run into issues that aren't solvable in a good way.
'Interdasting' to see the developer's migration towards doing business with Tim / Tencent.
So these companies started doing business with China:
• Micro$oft (Halo)
• CD Red Project (Witcher projects / Cyberpunk sequel)
• EA / BioWhere / Respawn Entertainment
• GSC (STALKER 2)
• Riot Games (Valorant / League of Legends)
• others...
"Epic Games recently launched Unreal Engine 5.6, a new version that primarily targets improved stability and productivity for developers. Independent benchmarking from MxBenchmarkPC highlights noticeable performance improvements over the previous version 5.4. These gains were measured using the Paris tech demo created by Scans Factory, which ran on the same system under identical conditions for both versions, with Lumen global illumination enabled. The results show that CPU-intensive scenes achieve roughly 35% higher frame rates, while GPU-heavy scenes see an increase of about 25%."
Nanite and Lumen were understood by devs to "do the work for them"
the result:
noisey artifact ridden lighting and shadows that tank performance and destroy artistic vision
overly complex geometry on movie feature level 3D assets just thrown in there without any optimization, so much calculation is wasted on shit you can't even see.
This is why games that look like they came out in 2005 require over 9000 gigawatts of power to run at 5FPS
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