FuzzyLog1c, on 21 June 2015 - 02:57 PM, said:
As a testament to how borked PGI's implementation of CryEngine 3 is, I'd like to point out that people have placed mechs into large, singleplayer maps from Crysis 3. The result: perfect Crossfire and SLI support, with the engine running 3-4 times faster, and looking vastly better than what we have today in 2015. Let me emphasize: this is not hard. It's not expensive. Several people with vastly different skill sets did this, at different times and in different places, independently, without helping each other, in less than an afternoon.
Except it is hard, and it is expensive - on the game servers especially.
It's not about simply cramming assets into a different game, it's about getting the netcode working with everything else, and trying to manage the ludicrous number of server calls that MWO has. The more complex you make the maps and terrain, the more data has to get fed through the game servers. Mechs have a horrific number of server calls as it is - lots of weapons, lots of different moving parts, lots of different damage registration points, lots of physics, lots of different keyboard inputs...
The above example is freaking gorgeous, but it's only a couple of models imported into another game. It's not a stunning technical achievement. Those models aren't rigged with animation, or physics, or damage models, or weapons, or HUD's, or particle emitters, or anything else. I defy you to find anyone with a lick of actual game engine expertise to say they could import 24 mechs into Crysis and have them fight the way ours do "3-4 times faster" than what we have now. I've asked around my embittered circle of friends, two of which have worked on the Cryengine before (one extensively, who worked on CryEngine games in the UK), and they laughed at me.
Apparently, all those elevation changes would have an enormous impact on performance and hit registration: Mech movement would be insanely complicated, as each change in elevation and collision with map terrain would have to be fed to the server and back to the client after calculating velocity and momentum changes and whatnot. Weapons fire would also be an order of magnitude more complex with environmental hitboxes that detailed. Remember when inverse kinematics were killed off in MWO to increase performance? Imagine trying to run that on a map as detailed as the ones above.
I'm informed that it would be indeed possible to have maps as detailed as those above - but not with anything even remotely approaching stability for a multiplayer title, and not without a huge development studio driving improvement.
I'm informed that It would apparently be possible to improve game performance and visuals with a newer game engine, but let's not forget that work started on this game quite a few years ago now, and switching the game engine of an existing game (while easier than starting from scratch) apparently requires
almost as many man hours as starting from scratch, depending on the level of experience your development team has with the new engine, and the differences between the two engines.
I doubt PGI has the resources for that.