

I Really Wish This Game Wasn't Built On Cryengine
#1
Posted 24 March 2015 - 08:16 PM
Something that would make it possible for us to have better hitreg and collisions and stuff like and bigger battles instead of a barely working 12v12
Sure Cryengine looks halfway 'decent' and all that
but man,
It seems to be the biggest obstacle for PGI.
#2
Posted 24 March 2015 - 08:17 PM
#3
Posted 24 March 2015 - 08:23 PM
Like every time I log in
this is me venting
Edited by Destructicus, 24 March 2015 - 08:24 PM.
#4
Posted 24 March 2015 - 08:27 PM
I think when they started making mwo they really didnt have to many choices in engines.
and cryengine 3 was probably the most advanced engine at the time.
i would have rather seen a custom engine cause that is what battle tech really needs. but that is undertaking all its own.
so i would argue that giving the time frame and what was available pgi made a pretty good choice for the engine.
Edited by nitra, 24 March 2015 - 08:28 PM.
#5
Posted 24 March 2015 - 08:30 PM
#6
Posted 24 March 2015 - 08:47 PM
nitra, on 24 March 2015 - 08:27 PM, said:
and cryengine 3 was probably the most advanced engine at the time.
They always have plenty of choices, but there were probably a couple of main reasons for going cryengine over Unreal. Licensing costs and extremely shiny.
Now that being said, the collision code they said they pretty much had to scrap to fit their needs which is probably more the reason we have so many hit reg issues, well that and the tick rate probably being too low (can't remember the exact number).
The real advantage of the Unreal over Cryengine was the wealth of resources behind it and it tends to scale well from low end to high end, Cryengine does not seem to do that well in that area which is generally bad for F2P games or any game that wants to be a "competitive" game.
#7
Posted 24 March 2015 - 08:57 PM
Destructicus, on 24 March 2015 - 08:16 PM, said:
Something that would make it possible for us to have better hitreg and collisions and stuff like and bigger battles instead of a barely working 12v12
Sure Cryengine looks halfway 'decent' and all that
but man,
It seems to be the biggest obstacle for PGI.
Sad thing is MWO is actually pretty visually unimpressive for a cryengine game.
#8
Posted 24 March 2015 - 09:13 PM
BECAUSE CRYENGINE... uses deferred lighting rendering and can not do PiP without cutting FPS by half (in case there is 2 render view ports) or even more (more than 2 render views)
I wonder if PGI can work closely with crytech guys for a workaround or if multi-resolution render is possible:
Edited by Navid A1, 24 March 2015 - 09:13 PM.
#9
Posted 24 March 2015 - 10:46 PM
I'd love destructive terrain. And more expansive and detailed battlefields. Trees swaying in the breeze, huge clouds of steam vaporizing from hot robots entering cold water, enormous clouds of sod and dirt from AC20 impacts, more immersive battlefields with clouds of aerospace fighters streaking overhead...
And robot kinematics making a resurgence, the old damage textures... Maybe even ENORMOUS battlefields with 36 mechs per side. Rad.
#10
Posted 24 March 2015 - 10:51 PM
And you know, if the guys at PGI are feeling overwhelmed and stressed out - ask us players to help! We care about the game, after all; there's gotta be some way to chip in beyond throwing money at stuff.
Edited by Telmasa, 24 March 2015 - 10:52 PM.
#11
Posted 24 March 2015 - 11:07 PM
Kiiyor, on 24 March 2015 - 10:46 PM, said:
And robot kinematics making a resurgence, the old damage textures... Maybe even ENORMOUS battlefields with 36 mechs per side. Rad.
And you won't see any of this until MW5 or MWO2
#13
Posted 24 March 2015 - 11:43 PM
I get graphics like these and yet with significantly higher FPS, with 32 combatants on the field, not counting all the AI tanks which are replicas of the ones player use. Which means the engine has plenty of room for additional combatants. Along with dynamic lighting and weather, destructible terrain, huge water fountains where bombs drop on the water, camouflage scaling and degradation. If you want your mech looking its got weathered paint or has taken some hard punches. What's more, they are achieving maps at least 4k x 4k, which is 4x bigger than the maps in MWO, which is at max, 2k x 2k.

Edited by Anjian, 24 March 2015 - 11:46 PM.
#14
Posted 24 March 2015 - 11:52 PM
#15
Posted 24 March 2015 - 11:53 PM

#17
Posted 25 March 2015 - 12:21 AM
Yes this could be even harder to be ported, but while this would be a hard achivable vision, you have a "shooter" what would differ from all the bullshit what is out now like CoD,BF,Arma and Co..
The asset of a game is to be different. With a voxel graphic and the physics it can provide MWO would be much more realistic than you could dream of right now. However it is then a question if a subpar pc will be able to sustain a good dps in bigger multiplayer scenarios.
Edited by Kuritaclan, 25 March 2015 - 12:22 AM.
#19
Posted 25 March 2015 - 12:57 AM
#20
Posted 25 March 2015 - 01:11 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users