Graphics Engines
#1
Posted 20 June 2015 - 07:35 PM
#2
Posted 20 June 2015 - 07:53 PM
#3
Posted 20 June 2015 - 08:05 PM
1) Will going with a certain engine speed up development time?
2) Will marketing or corporate make money from using an engine?
If either is yes, then:
3) Which is best for the above purposes?
4) Which has the required features? (Yes, this does sometimes come afterwards, when dealing with (2) above)
Even if (1) is true, sometimes spending time and money on a proprietary engine is still a good idea, if:
5) Does the engine do too much for you?
6) Does the engine not run fast enough to support certain hardware?
Let me explain (5). In a game like Civilization 5, we can make a lot of assumptions about the rendering that we need to do, so a proprietary engine makes a lot of sense. It doesn't make sense to go with Unity or CryEngine or Unreal, because those can't make the same assumptions that we can; they have to solve a more general rendering problem, so they don't solve our specific one as quickly as a proprietary solution can.
The same concept is why console games can be more optimized (can make assumptions about the hardware), and why DX12, Vulkan, and Mantle are such a big thing (can use specific knowledge to better optimize, instead of using general-purpose paths and forcing the driver to figure it out without all of the knowledge that you have).
Sources: Myself, as a graphics programmer at Firaxis, where we use Unreal (XCOM) and a proprietary engine (Civilization series).
#4
Posted 20 June 2015 - 08:14 PM
#5
Posted 20 June 2015 - 08:18 PM
Other stuff to consider:
- performance
- Which is wierd - because it depends less on what the engine is capable of, and more on how well you can write code to make it do what you want to
- documentation
- maintenance
- support
- cost
- overall features
- the programming language it uses
- pedigree
- ease of use
- assets (some engines have asset stores)
The long and short of it is, that you pick the engine you are most capable with.
#6
Posted 20 June 2015 - 08:29 PM
It'll give the illusion of a AAA experience then we make a game we should have made on Unreal!"
Joking aside, I think Cryengine is a terrible engine to make a F2P game on, it's not very friendly towards lower end machines and it seems to be one of the biggest barriers for PGI in regards to coding things like hit detection and MASC.
I really wish they would have made this with Unreal, of course the shortsighted will scream "LOL BUT THEN IT'D JUST BE HAWKEN"
But really a 3 second google search of Armored Warfare would disprove that.
That being said
My dream engine for MWO would be Frostbite
It would allow for great visuals with larger scale mech combat.
A geek can dream
Edited by Destructicus, 20 June 2015 - 08:31 PM.
#7
Posted 20 June 2015 - 10:03 PM
Destructicus, on 20 June 2015 - 08:29 PM, said:
It'll give the illusion of a AAA experience then we make a game we should have made on Unreal!"
Joking aside, I think Cryengine is a terrible engine to make a F2P game on, it's not very friendly towards lower end machines and it seems to be one of the biggest barriers for PGI in regards to coding things like hit detection and MASC.
I really wish they would have made this with Unreal, of course the shortsighted will scream "LOL BUT THEN IT'D JUST BE HAWKEN"
But really a 3 second google search of Armored Warfare would disprove that.
That being said
My dream engine for MWO would be Frostbite
It would allow for great visuals with larger scale mech combat.
A geek can dream
PGI used Cryengine because Crytek was trying to make their engine more popular with developers and didn't charge royalties.
#8
Posted 20 June 2015 - 10:05 PM
#9
Posted 20 June 2015 - 10:06 PM
Whatzituyah, on 20 June 2015 - 08:14 PM, said:
Havok is not a game engine, it's a physics engine. It's a piece of middleware used by developers to simulate physics in games. It supplements the game engine. Source uses Havok for physics and I think most Unreal Engine games also employ Havok. Even the Halo games use Havok for their physics.
#10
Posted 20 June 2015 - 10:33 PM
Mordric, on 20 June 2015 - 07:35 PM, said:
Price is the 1st factor that a Dev considers. Then the performance of the engine that is required to make the game that they envision.
Something like this to the best of my knowledge.
#11
Posted 20 June 2015 - 10:43 PM
yeah, once, in the college
so, it's decided, we pick cry engine
#12
Posted 21 June 2015 - 12:18 AM
seems powerful enough, if you can work its magic (and there is the problem)
although the games that came out with it are not that plentiful, especially the more Multiplayer focused ones (Star Citizen looks good, but I have not seen anything that wants me to spent time over there, already am supporting one game that is in development still
from all the videos I've seen from the Unreal Engine I gathered that Epic wants to make it easy for game devs
I've seen some of their map editors and couldn't stop thinking how fast PGI could make maps that look good by simple drag n drop and some mouse clicks (I know it's a bit simplified, but I do think that CryEngine isn't that easy to handle)
and it seems to scale well fps wise on older systems
#13
Posted 21 June 2015 - 12:20 AM
#14
Posted 21 June 2015 - 12:22 AM
EgoSlayer, on 20 June 2015 - 10:05 PM, said:
sigh too bad Epic didn't do the deal (back when MWO looking for an engine) they do now
Engine is for free
5% royalty
I'm not an expert, but I bet there is a good reason why you see so many games based on Unreal Engine
#16
Posted 21 June 2015 - 03:50 AM
#17
Posted 21 June 2015 - 06:57 AM
LordNothing, on 21 June 2015 - 03:50 AM, said:
This is exactly why it's not done more. We wouldn't even have proprietary for Civilization, even though it makes so much sense, if we didn't know that we'd be able to ship a couple games and a ton of expansions on the same engine.
Most proprietary engines just aren't worth the time and effort, when one could do the same thing with an off-the-shelf engine.
Concerning CryEngine versus Unreal, it's not so much the engine as it is the developer, in my opinion. Beautiful, optimized games have been made on both engines; sure, fewer people use CryEngine, so there are fewer good examples.
But then, terrible, piece-of-garbage games have been made on both. On the Unreal side, just go take a look at APB Reloaded. They have all of the same problems that people are complaining about here (granted, it is an old, crusty, heavily-modified Unreal engine):
Terrible hit detection
Huge game mechanic iteration time
Years and years between map updates
Really poor optimization
The engine does have some amount of say in the development and end result for a game, but it's not the magic bullet that we seem to be thinking it could have been. Going with Unreal would not have made this game any more what people want than going with CryEngine has.
#18
Posted 21 June 2015 - 07:00 AM
Is anybody out there working on an open source engine? Figured you guys would know if there was.
#19
Posted 21 June 2015 - 07:10 AM
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.
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