MrMadguy, on 26 February 2016 - 11:56 PM, said:
What I want to say, is that one of the reasons, why so few players play this game - is because only a few players can afford 2K$ computer, that can handle Crysis-level game smoothly. Most players still have computers, that can handle only Half-Life-level obsolete games, on old fashioned BSP/Lightmap engine without even basic things, like bumpmap support, like Wow. That's why millions of players play Wow and only 2K players play MWO. Even more demanding engine will simply finish this game.
My computer is from 2009, it is a
first generation I7 quad core with borderline minimum RAM. I have little issue with how this game plays. There has always been hyperbole about how good a rig you need to run MWO, and the ones spouting how you need a new PC: how much older do you need to get then 2009? Sorry MWO won;t play on a Asus Netbook running windows XP.
Comparing an online FPS, of any kind, to WoW is just more hyperbole.
On the topic of "what can the new engine do" Russ basically confirmed the new engine would expedite the "fix" for the attrocious loadout save times when you have numerous mechs. He said it could be done on current engine also, but would be tedious, and it made more sense to include it in the tech upgrade instead. Thats just ONE thing we would see as a benefit to an engine change. IMO, it is an opportunity for PGI to overhaul in a majort way some of the core mistakes they made in stuff like that. Inventory access for mechlab is ANCIENT, goes back to beta. What else might fall under that umbrella? net code maybe? Engine update is the biggest news we have had in a long time when we talk about game performance and how it relates to
everything in some way. When you talk about changing how data is moved from client to server, thats pretty much as core as it gets improvment wise.