*spin-off* Future of Engine Development (Licensed vs Internal)

That is the excuse one gives when they don't want to give the real reason. It's a very poor excuse. How do you know he doesn't have an agenda here? You don't. And, by not responding to his post in a similar fashion, it makes you look suspect. I was talking tech in a tech forum. He was not.

I don't see saying there isn't any real gap in today's high end console games as having an agenda. I don't care if it's BF3, GoW3, UC3, RAGE, etc. They all make sacrifices in different ways and yet can all be quite beautiful.

Beyond this, I'm done with this discussion as I don't wish to shit up the thread carrying this further.

Well, the latest Need for Speed game certainly hasn't benefitted from FB2. Compared to Hot Pursuit with Criterion's tech under the hood, The Run looks like garbage.

Yeah I thought Hot Pursuit looked cleaner, though I wonder if Criterion's tech could have handled the environmental effects seen in The Run.
 
Well, the latest Need for Speed game certainly hasn't benefitted from FB2. Compared to Hot Pursuit with Criterion's tech under the hood, The Run looks like garbage.

I wonder whether this was more just a case of dev time, optimisation and encompassing more of what Fafalada mentioned earlier about them not using tech they'd written themselves. Or even if that was simply a product of the developer themselves.

Criterion's next game will use FB2. Prob best to see how their efforts with the tools work out, as it'd be a more direct comparison to Hot Pursuit.
 
IIRC Square Enix is apparently working on an internally developed engine and Capcom has MT Framework. Zenimax also has Id Tech 5. Seems were are in the middle of a trend of big publishers cultivating technical expertise internally and leveraging that across as many projects as possible.
Julien Merceron, CTO at Square Enix, gave a keynote at GDC about this very subject. Comparing SE to Capcom, it's odd how MT Framework has been used across several genres and platforms while Crystal Tools seemingly failed to be usable across a single genre. Here's hoping Luminous does better.
 
The current crop of engines are far more mature than previous ones, not just in rendering. Look at the tools, art pipelines and the mass of knowledge and proven examples of "how we did it right" across the net.

I think its a lot easier these days to have a single engine that covers multiple genres, that developers will buy into.

I bet with in EA, its gone from, " you want us to use that pile of??" to "Can we use that!!?"
 
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