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None of these virtualized geometry systems are delivering what I think was the big draw of UE5. It wasn’t the removal of some LOD transitions, but rather the incredible object detail.
How much minute detail do you need in a game where you're running at silly speeds shooting demon guts everywhere, with hundreds of projectiles coming at you from everywhere?Looks quite a bit less appealing than the prior two titles gameplay wise.
None of these virtualized geometry systems are delivering what I think was the big draw of UE5. It wasn’t the removal of some LOD transitions, but rather the incredible object detail.
Sometimes you need to stop and smell the roses.How much minute detail do you need in a game where you're running at silly speeds shooting demon guts everywhere, with hundreds of projectiles coming at you from everywhere?
That wouldn’t apply to the other games that have introduced VG systems. It would still be noticeable here too though. There is going to be a fair amount if down time between battles as well as exploring.How much minute detail do you need in a game where you're running at silly speeds shooting demon guts everywhere, with hundreds of projectiles coming at you from everywhere?
It's a storage issue as much as anything, even though Nanite is relatively storage efficient. Any expansive game turns to pyramids up close!
The RoH developers talked about what a huge help Nanite tesselation is for enabling detail. There's a performance overhead there of course.
Do you have a link to their paper/talk?
I wonder what the size on disk would be for a standard 8-10 hour game with the geometric detail of Lumen in the Land of Nanite.
This looks amazing to me.
RPGS are quite a bit of a different monster. You also don't want to be in a position where EA forced Bioware to go to frostbyte. It's taken them so long to release a title because that engine was specifically only designed and tooled for battlefield. And I suspect largely that is the likely the case for Doom. I think MS has made all teh right decisions so far with respect to their RPG teams, the biggest challenge for RPG studios is nailing story and content, and exploration. We don't want engine and tooling to be something they need to wrestle down as well. UE5 is well fit, and they are well experienced with it, so I would disagree that they need to move RPGs to IDTech.This looks amazing to me.
I really wish obsidian and the other rpg studios in MS had rallied behind id tech for future RPG games. This could make a beautiful and performant rpg world.
If the game play holds up this might be my game of the year
Look at avowed with unreal engine. Avowed was missing so much from past obsidan games that used gamebroy / creation engine. So I think if you need to build back all these systems you might as well do it on an engine you completely control. MS has what 4-5 studios making rpgs outside of the elder scrolls team. SO to me if you put them all onto id tech they can all add back in systems to make the game better.RPGS are quite a bit of a different monster. You also don't want to be in a position where EA forced Bioware to go to frostbyte. It's taken them so long to release a title because that engine was specifically only designed and tooled for battlefield. And I suspect largely that is the likely the case for Doom. I think MS has made all teh right decisions so far with respect to their RPG teams, the biggest challenge for RPG studios is nailing story and content, and exploration. We don't want engine and tooling to be something they need to wrestle down as well. UE5 is well fit, and they are well experienced with it, so I would disagree that they need to move RPGs to IDTech.
I think Halo may have been an ok fit, but you also don't want an entire studio to be locked down to a proprietary engine, puts undue pressure on ID Software, and it makes it makes hiring much more difficult as now you have long periods of training requirements as well.
well that game went through a refactor, so they were very tight on time. If they didn't have to redo the game over, I think we would have seen more RPG systems in there. But I don't think many games can get to the level of creation Engine. That's just too much.Look at avowed with unreal engine. Avowed was missing so much from past obsidan games that used gamebroy / creation engine. So I think if you need to build back all these systems you might as well do it on an engine you completely control. MS has what 4-5 studios making rpgs outside of the elder scrolls team. SO to me if you put them all onto id tech they can all add back in systems to make the game better.
The end result is the end result sadly. I will just say again that if you have 4-6 dev teams all adding in rpg systems you will quickly get the to the point of the creation engine and on id tech you also have full control over the engine instead of epic having full controlwell that game went through a refactor, so they were very tight on time. If they didn't have to redo the game over, I think we would have seen more RPG systems in there. But I don't think many games can get to the level of creation Engine. That's just too much.
Look at avowed with unreal engine. Avowed was missing so much from past obsidan games that used gamebroy / creation engine.
The end result is the end result sadly. I will just say again that if you have 4-6 dev teams all adding in rpg systems you will quickly get the to the point of the creation engine and on id tech you also have full control over the engine instead of epic having full control
But isn't that what the creation engine is ? I mean it started live as the netimmerse engine back in 97 and has been used for side scrollers , mmo , guitar games and so on and so forth.so we may have a very different perspective here on Creation engine and others. IMO, Creation engine is designed to be a simulation engine. It’s simulates the world running. Its RPG game style is open world and procedural. It’s very different from carefully crafted closed stories like BG3 and Avowed, Pillars of Eternity and so forth.
Because of how different the purpose these engines serve, I don’t think any amount of just bolting on features will ever get you to the Creation engine. I think that would require a complete branch designed for this purpose.
I think the legacy of it is definitely there. It’s always to easier to scale down than up in this case. There’s a reason why Bethseda won’t switch away from Creation engine despite it having major tech debt issues. Even Creation Engine 2 (Starfield) was heavily criticized for many of its lack of modern features, and I’m pretty sure we will see it used for the next Elder Scrolls.But isn't that what the creation engine is ? I mean it started live as the netimmerse engine back in 97 and has been used for side scrollers , mmo , guitar games and so on and so forth.
It would certainly be interesting to see how iD tech would look in a parallel universe where he stayed in gaming.Question : Engine wise do iD miss Carmack?
Probably not. id hired three+ Crytek top engineers when the company broke apart (they didn't want to go to Star Citizen).Question : Engine wise do iD miss Carmack?
Different strokes for different folks.Looks quite a bit less appealing than the prior two titles gameplay wise.