MWO shouldve been put on the doom or build engine :^)
Graphics Engines
Started by Mordric, Jun 20 2015 07:35 PM
24 replies to this topic
#21
Posted 21 June 2015 - 09:42 AM
#22
Posted 21 June 2015 - 04:45 PM
How to decide upon an engine for a game:
1) Do we have a budget?
1) Do we have a budget?
- NO: Unity
- YES: Go to question 2
- NO: Unity
- YES: Go to question 3
- NO: Unity
- YES: Go to question 4
- NO, NO REAL BUDGET: Unity
- KICKSTARTER: Unreal Engine
- A REAL BUDGET: Go to question 5
- YES: Whatever they decided; too late to make a good decision now
- NO: Go to question 6
- PER PARCEL: Unreal Engine
- LUMP SUM: CryEngine
#23
Posted 21 June 2015 - 05:10 PM
Yeonne Greene, on 21 June 2015 - 07:10 AM, said:
And, as far as I am aware, the networking solution used by PGI is not inherited from the engine, anyway. It's a custom job. The optimization problems are also on the developer end. For all we know, PGI locked tessellation on and so we've got water running under entire levels with polygons being rendered that we never see. That was a problem in Crysis 2.
I've fallen through a couple of maps. There's no water, at least on HPG
#24
Posted 21 June 2015 - 05:23 PM
Troutmonkey, on 21 June 2015 - 05:10 PM, said:
I've fallen through a couple of maps. There's no water, at least on HPG


Well, the water would only be on River City, Forest Colony, Crimson Straight, and Caustic Valley if it's there at all. I'm not saying it is, though, just using the example of the Crysis 2 trip-up as an example of how developer shenanigans can cause screwy performance. Crysis 2 and 3, however, actually ran quite well on lower end hardware for the amount of detail they offered at the lower settings.
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