Jump to content

Cryengine - Limitations?


27 replies to this topic

#21 Spr1ggan

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,162 posts
  • LocationUK

Posted 09 April 2014 - 03:57 PM

View PostDragonsFire, on 08 April 2014 - 10:36 AM, said:


When both PGI and CIG have had to write their own netcode due to the client authoritative nature of the native Cryengine netcode, it does indeed come down to a lack of functionality with the engine.

You may not agree with the direction MWO has taken, or the pace it has proceeded at, but if you've bothered to check out something like Karl Berg's presentation on code complexity in asynchronous distributed server architectures, you'll find that many of the devs are far from incompetent.


Which again goes back to the devs. Nobody forced them to use the CryEngine. They could have used numerous other engines but didn't. They had already done some work on MW5 using UE3 and could have gone with that.

Edited by Blitzendegen, 09 April 2014 - 03:58 PM.


#22 Gyrok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 5,879 posts
  • Twitch: Link
  • LocationPeriphery of the Inner Sphere, moving toward the core worlds with each passing day.

Posted 09 April 2014 - 04:02 PM

In terms of engines CryEngine is very powerful, and user friendly, and honestly very compatible with lots of different NetCodes out there. You can pretty much bold just about anything onto CryEngine. So really, if anything, CryEngine is partly the reason this game is as good as it is...honestly.

EDIT: I am not sure who said CryEngine has issues with NetCode, but honestly, CryTek gives you instructions on how to basically bolt on any C++ Net code you can get your hands on. Their netcode is not written for a MMO, obviously...but anyone building a game of this magnitude would well know that in advance and should have a plan for it. I am not criticizing the devs for writing their own netcode, because that is another can of worms to dig into. However, what I am saying, is that there should have been a comprehensive plan for netcode going into a game like this...especially since you can get the FreeSDK for nothing and look at the source code before you purchase. Any surprises encountered along the way are honestly due to lack of investigation.

Edited by Gyrok, 09 April 2014 - 04:41 PM.


#23 MeiSooHaityu

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 10,912 posts
  • LocationMI

Posted 10 April 2014 - 07:57 AM

View PostBlitzendegen, on 09 April 2014 - 03:57 PM, said:


Which again goes back to the devs. Nobody forced them to use the CryEngine. They could have used numerous other engines but didn't. They had already done some work on MW5 using UE3 and could have gone with that.


True, but I think this game has such a unique multiplayer structure (being very server side heavy), that any engine they would have gone with would have required new netcode to be developed. I don't think it was a Cryengine specific problem.

Many games are single player with a multiplayer element that might use anti-cheat plug-ins. That might be fine for a game you bought for $60, played through single player, and then want to play some multiplayer. If the game does get hacked like crazy, well you already gave them your money and plus you do have single player (example: Crysis).

A game like MWO can't afford hackers and exploits. It is a game that relies on a constant revenue stream (from premium time, hero mechs, packages, etc...), and is multiplayer only. If this game suffers from hack and exploits, people stop playing and stop paying. The game folds and the developer might be shut down (maybe even the publisher).

No matter what enigine PGI and IGP had decided on, custom net code was going to be developed and things would not be any different today IMO. It's all speculation, but I think this is a solid assumption.

Edited by MeiSooHaityu, 10 April 2014 - 07:58 AM.


#24 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 10 April 2014 - 08:11 AM

View Posttechnopredator, on 09 April 2014 - 09:25 PM, said:

My 2 cents:

GPUShark 0.5.5 shows me that my GPU (ATI HD4670) is always at 99%, when I'm in the game , even on mechlab, CryEngine is know to take lots of resources because it's based on DirectX, I don't know why developers don't use OpenGL instead, is lighter on resources, faster and delivers even better effects that DirectX, it has broad support and is cross-platform, UnrealEngine is a great game engine that supports it, shown on Blade and Soul MMOG, you have to keep sucking up at Microsoft for some reason?

The MW franchise is licensed from MS

#25 Mirkk Defwode

    Member

  • PipPipPipPipPipPipPip
  • The Blade
  • The Blade
  • 748 posts
  • Google+: Link
  • LocationSeattle, Wa

Posted 10 April 2014 - 12:25 PM

View PostBilbo, on 10 April 2014 - 08:11 AM, said:

The MW franchise is licensed from MS


Hit the nail right on the head.

I suspect IGP is the current licensed company with PGI as a write in for this title. And Bluelizard working on MWT is also being funded by IGP. So the mechwarrior name is kept under their lid anyhow.

#26 Spr1ggan

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,162 posts
  • LocationUK

Posted 10 April 2014 - 03:14 PM

View PostMeiSooHaityu, on 10 April 2014 - 07:57 AM, said:


True, but I think this game has such a unique multiplayer structure (being very server side heavy), that any engine they would have gone with would have required new netcode to be developed. I don't think it was a Cryengine specific problem.

Many games are single player with a multiplayer element that might use anti-cheat plug-ins. That might be fine for a game you bought for $60, played through single player, and then want to play some multiplayer. If the game does get hacked like crazy, well you already gave them your money and plus you do have single player (example: Crysis).

A game like MWO can't afford hackers and exploits. It is a game that relies on a constant revenue stream (from premium time, hero mechs, packages, etc...), and is multiplayer only. If this game suffers from hack and exploits, people stop playing and stop paying. The game folds and the developer might be shut down (maybe even the publisher).

No matter what enigine PGI and IGP had decided on, custom net code was going to be developed and things would not be any different today IMO. It's all speculation, but I think this is a solid assumption.


I actually have nothing against the engine. Haven't had any problems with other CryEngine games. I'm of the opinion that PGI don't know how to handle it correctly.

Edited by Blitzendegen, 10 April 2014 - 03:15 PM.


#27 MeiSooHaityu

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 10,912 posts
  • LocationMI

Posted 11 April 2014 - 03:14 AM

View PostBlitzendegen, on 10 April 2014 - 03:14 PM, said:


I actually have nothing against the engine. Haven't had any problems with other CryEngine games. I'm of the opinion that PGI don't know how to handle it correctly.


Yea, and that might be the case too. Hard to say.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users