What is this statement in relation to?
A notion from the latest DF video on marvels latest spiderman for PS5. Hence i didn't quote anyone.
What is this statement in relation to?
A notion from the latest DF video on marvels latest spiderman for PS5. Hence i didn't quote anyone.
There is really old code in Windows, old code is well-tested code. But what other game engines offer the flexibility of CreationKit?
For me, Bethesda's engine is not about graphics (obviously!) but all about the ability to have a massive, connected open-world in which millions of persistent object and thousands of named and unnamed NPCs can interact with objects, each other, and can initiate (and be part of) quests, have routines, and may move through the world in a believable fashion - like a courier having a schedule of travel and being in certain places at certain times and you being able to track them down travelling from X to Y. There is a lot of detail and tiny moving-parts in Skyrim that aren't really apparent on the surface and much of it is really only exposed through some of the mods.
What other engines have native support for all this, or are Bethesda going to have to rebuild all this tech from the ground up just to be more pretty so they can use idTech? How will idTech's cope with thousands of persistent movable objects with real (not realistic!) physics interactions?
I'm giving examples of things I am not aware other engines do.The problem is your giving examples of things that Creationkit can't even handle well.
But the engine is more than just graphics. It's got to handle assets, data, AI, scripting, world generation. There are all things that Bethesda have built into CreationKit. Is it perfect? Hell no. Should they burn it down and start again? Probably not.With the scaling that idtech is able to handle running way down onto a switch i think they'd be able to implement presistant objects on a mass scale with modern hardware. You can play fallout 4 and face the same bugs from fallout 3 and even earlier games.
I reckon it'd be very healthy for Bethesda to invest in a ground-up rewrite/new engine. The cost of maintaining an engine managing assets in the many gigabytes is probably significant on an engine founded on data running into megabytes at best. Software solutions are so far advanced beyond what they started with, I think legacy structures will be weighing down heavily on their titles and slowing development.But the engine is more than just graphics. It's got to handle assets, data, AI, scripting, world generation. There are all things that Bethesda have built into CreationKit. Is it perfect? Hell no. Should they burn it down and start again? Probably not.
No idea why DF pointed that out, then. You're claims also conflict with chris1515's post. It's all a guess he says.
I know with every long-term project I've ever undertaken, I've gotten to the point where my understanding is so much better, I'd rather a ground-up rewrite than reworking the current code-base.
If Bethesda bring that mummy of an engine back to life for Elders Scrolls 6, I think their fans might come for them with pitchforks and burning torches.
Especially over one game evolution! Was anyone expecting Miles Morales to not be the same SM engine with a new antagonist? That'd be an awful lot of work for one title doing exactly the same as the previous title. I'm still expecting a PS4 version to release, although if it does leverage the SSD, I guess that won't happen. It'll be weird to have a flagship mini-game though. I guess priced cheaper, it'll be a nice introduction to PS5?I would say if your engine has scaling issues, or is unable to meet your future needs because of a design setup; yes a new engine would likely need to be built. If it solves everything, then evolution makes sense.
It all depends on what you’re trying to accomplish.
If Bethesda's engine was getting worse, as in more bugs and instability I'd agree, but it's getting more resilient. The leap from Fallout 3/New Vegas/Skyrim to Fallout 4/Skyrim SE is night and day.
Gamebryo is a software suite that features very old code. Which is fine. Being old more often than not mean being time-tested rather than being crap. You know what's crap through? Upgrading your PC to finally play the "definitive" version of skyrim only to encounter bugs and quirks from the early 2000s. Gamebryo must go.There is really old code in Windows, old code is well-tested code. But what other game engines offer the flexibility of CreationKit?
For me, Bethesda's engine is not about graphics (obviously!) but all about the ability to have a massive, connected open-world in which millions of persistent object and thousands of named and unnamed NPCs can interact with objects, each other, and can initiate (and be part of) quests, have routines, and may move through the world in a believable fashion - like a courier having a schedule of travel and being in certain places at certain times and you being able to track them down travelling from X to Y. There is a lot of detail and tiny moving-parts in Skyrim that aren't really apparent on the surface and much of it is really only exposed through some of the mods.
What other engines have native support for all this, or are Bethesda going to have to rebuild all this tech from the ground up just to be more pretty so they can use idTech? How will idTech's cope with thousands of persistent movable objects with real (not realistic!) physics interactions?
very few games if ever get a new ground up engine. Most places will develop a new engine for a new IP, but an existing IP that has largely the same goals is unlikely to get one. See Dunia, Anvil, etc. Ubisoft runs a large portfolio of different engines To support their franchises and Snowdrop being their latest entry, but only available for new IPs.Especially over one game evolution! Was anyone expecting Miles Morales to not be the same SM engine with a new antagonist? That'd be an awful lot of work for one title doing exactly the same as the previous title. I'm still expecting a PS4 version to release, although if it does leverage the SSD, I guess that won't happen. It'll be weird to have a flagship mini-game though. I guess priced cheaper, it'll be a nice introduction to PS5?
You might want to tell this to the folks clamouring for Bethesda to rewrite CreationKit. Like most engineering endeavours, it's often simpler to modify (or fix) something that already works (or mostly works) than start from scratch and never more than when addressing something very complex. Modern engines are fairly modular and we don't need to throw the baby out with the bathwater. It's the same reason that genuinely new design airframes for aircraft are a rarity, they're mostly variations of something already proven.very few games if ever get a new ground up engine. Most places will develop a new engine for a new IP, but an existing IP that has largely the same goals is unlikely to get one. See Dunia, Anvil, etc. Ubisoft runs a large portfolio of different engines To support their franchises and Snowdrop being their latest entry, but only available for new IPs.
It depends entirely on the engine and how well it scales and has been maintained. A call for one develop to update doesn't mean we expect all and every game to get a ground-up rewrite.You might want to tell this to the folks clamouring for Bethesda to rewrite CreationKit. Like most engineering endeavours, it's often simpler to modify (or fix) something that already works (or mostly works) than start from scratch and never more than when addressing something very complex. Modern engines are fairly modular...
Yet Bethesda were repurposing their old engine for that generation.We saw a lot of genuinely ground-up new engines last generation because Xbox 360 and PlayStation 3 were radically different architecturally
It depends entirely on the engine and how well it scales and has been maintained. A call for one develop to update doesn't mean we expect all and every game to get a ground-up rewrite.
Yet Bethesda were repurposing their old engine for that generation.