Would It Be Possible For Pgi To Port Mwo Assets Over To Another Game Engine?
#1
Posted 19 March 2015 - 10:09 AM
Couldnt they just license another engine and just add the existing mechs and maps to it and then add the features that the current engine doesnt allow for?
#2
Posted 19 March 2015 - 10:12 AM
Probable? Effectively 0% chance. It will not happen, ever, never ever ever. They're not gonna do it.
#3
Posted 19 March 2015 - 10:14 AM
Technically there's nothing stopping them.
What's stopping them is probably that it's a very, very foolish idea, since it would take a lot of time and drain a lot of resources from the live game.
There's the distinct possibility that doing so would kill both MWO and PGI.
#4
Posted 19 March 2015 - 10:16 AM
#5
Posted 19 March 2015 - 10:18 AM
They're running CryEngine as the base engine. But it's been heavily modified to support their game. You can't yank the rug out from under an entire game and try to plug in, say, Unreal 4, without some *major* overhaul. Doesn't work that way.
#6
Posted 19 March 2015 - 10:27 AM
Practically speaking it's not worth it.
#7
Posted 19 March 2015 - 10:30 AM
#8
Posted 19 March 2015 - 10:36 AM
Ghillie Dhu, on 19 March 2015 - 10:30 AM, said:
Please point to an mmo which has replaced it's engine without being a new game. I am genuinely curious if one is out there.
#9
Posted 19 March 2015 - 10:41 AM
I have no idea if assets are plug'n'play across the board in Cryengine builds, but if it is then you could still see destructible environments in the future.
Engines for several mmo's have been "upgraded" over time, but I can't recall an instance where it was completely migrated to a new one. Ie from cryengine to UE.
#10
Posted 19 March 2015 - 10:56 AM
With that said I'm fairly confident they just haven't done it because they want to support mwo running on potatoes, which would blow up the first time a building falls over.
Want better gfx and effects? Get them to stop support potatoes.
And with that I am now hungry...
#11
Posted 19 March 2015 - 12:48 PM
Zeusus, on 19 March 2015 - 10:56 AM, said:
With that said I'm fairly confident they just haven't done it because they want to support mwo running on potatoes, which would blow up the first time a building falls over.
Want better gfx and effects? Get them to stop support potatoes.
And with that I am now hungry...
See the video I posted above, supposedly destruction is possible. I have no ideas the limits of said destruction. "Potatoes" lol! So true! There are limits to what many people can run, and PGI wants to max exposure.
However, anyone remember Red Faction Guerrilla? That ran on an X-Potato and Potato Station 3.
edited for clarity--
Edited by RoboPatton, 19 March 2015 - 12:49 PM.
#12
Posted 19 March 2015 - 12:56 PM
And if we want to talk red faction, PS2 had the original which let you skip while levels by drilling through the walls.
#13
Posted 19 March 2015 - 12:59 PM
Cosmetic destructible terrain (knocking over trees, crushing cars) is probably what we'll see first. I thought at one point Russ said they were going to do that?
#14
Posted 19 March 2015 - 12:59 PM
The CryEngine can do destructible environment just fine, but it costs performance. Lots of it. That's why even the prime CryEngine titles Crysis from Crytek had very little of it.
The other aspect is that it causes network traffic and server load in significant numbers. This can be buffered to some degree for less of an impact.
The next issue is the fact that it could create imbalances with the current maps. For example if you start shooting holes into the buildings of River City, or even worse, when you are leveling the whole town. The map would need to be readjusted to compensate for this.
I'd love to see some destructible terrain. We have/had a few examples of it. Falling lamps in River City, when shot with explosive weapons (missles or ACs). Those where cosmetic and as far as I know limited to your own computer. I would love to see more of those. Destructable and burning cars, damage textures for buildings. Nothing that really changes the map as such, but a noticable difference in looks.
#15
Posted 19 March 2015 - 01:00 PM
It's like opening up your car and putting an entirely new engine block in, one not made for your model of vehicle. You're talking major, major work.
#16
Posted 19 March 2015 - 01:12 PM
Edited by zagibu, 19 March 2015 - 01:13 PM.
#17
Posted 19 March 2015 - 01:14 PM
zagibu, on 19 March 2015 - 01:12 PM, said:
http://il2sturmovik.com/
Cept Oleg's.
#18
Posted 19 March 2015 - 01:19 PM
Look around at other projects using the Cryengine and you will see PGI just doesn't have the knowledge to use it or even care to try.
#19
Posted 19 March 2015 - 01:36 PM
KraftySOT, on 19 March 2015 - 01:14 PM, said:
I don't know this engine, but a lot of engines for racing games for example, that also feature speeds over 50 m/s (180 km/h) cheat. The cars in those games don't actually travel that fast, the illusion of speed is created with camera settings and graphical effects. Also, this flight sim has completely different requirements than a ground based game. The ground doesn't need a lot of polies, because of the high altitute and steep camera angle. You can also do a lot of detail fluff like rocks and other smallish objects with textures and precomputing, which has to be rendered as actual models in real time in ground based games.
Not saying that he's doing any of that, it's always possible that someone found some clever tricks to push graphics to new limits.
#20
Posted 19 March 2015 - 01:41 PM
Darklord, on 19 March 2015 - 01:19 PM, said:
Look around at other projects using the Cryengine and you will see PGI just doesn't have the knowledge to use it or even care to try.
To some degree that might be true, hence the new "hires" at PGI to supposedly cook up content. What content? I'm not sure.
But it's more like-- why use those "extra tools" when using the same one over and over, makes all the money? Ie Mech Pre-orders.
I'd be happy with just visual destruction too. Have faces of a building pit, visual destruction of cars, canisters, transparencies, etc... "Fully destructable environment" isn't what the game NEEDS, but the feeling that my 100 tons of steel and explosions invokes when I shoot a little car, and nothing happens is a little sad.
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