Possible New Engine For Mwo
#21
Posted 26 February 2016 - 10:45 PM
#22
Posted 26 February 2016 - 11:00 PM
I'd sooner they go wholly new engine, but I wouldn't cry if they went to the new cryengine instead. Still, a new engine means a lot of cleanup - old havky solutions gone, things redesigned cleaner. Engine changes are a lot of work, and I'd expect a substantial lul in new content during that time, but I think it'd be worth it overall.
#23
Posted 26 February 2016 - 11:06 PM
#24
Posted 26 February 2016 - 11:07 PM
LB-X ammo switching!
#25
Posted 26 February 2016 - 11:13 PM
Yeonne Greene, on 26 February 2016 - 11:07 PM, said:
LB-X ammo switching!
#26
Posted 26 February 2016 - 11:14 PM
So I really doubt, that new engine will improve anything. But what I know for sure - is that DX11 is much less optimal in current engine and causes sudden drops of FPS and that newer versions of engine don't have DX9 support, that works smoothly.
Edited by MrMadguy, 26 February 2016 - 11:19 PM.
#27
Posted 26 February 2016 - 11:17 PM
Just at face value, moving to a engine that is easier (read: requires less work-arounds) to work with, that supports all bells and whistles both now and into the future with nominal re-licensure makes a ton of sense.
That all said, they had to have pretty much hit an impasse with Cryengine to contemplate moving to a different engine...
#28
Posted 26 February 2016 - 11:21 PM
#29
Posted 26 February 2016 - 11:28 PM
MechaBattler, on 26 February 2016 - 09:48 PM, said:
+1 If we're talking 5 years into the future, a man can hope for elementals and other battletech fun. Would make a campaign amazing to see aerotech and tanks attacking with us.
#30
Posted 26 February 2016 - 11:32 PM
#31
Posted 26 February 2016 - 11:56 PM
Edited by MrMadguy, 26 February 2016 - 11:59 PM.
#32
Posted 27 February 2016 - 12:13 AM
MrMadguy, on 26 February 2016 - 11:56 PM, said:
Sorry, but virtually any game developer will tell you you're wrong. You don't code backwards...
When developers code they code "todays" average PC as the minimum spec and forecast into the planned future (typically their expected development time line) for the recommended. They do this under the presumption that by the time they are done with development technology has advanced to a point where they hit a "sweet spot" where older PCs still have access to the game (albeit at minimum spec) and the game still has enough under the hood to please the wiz-bang crown with their high-end PCs.
While you're correct in the sense that it becomes more accessible to the masses... Doing so would date the game's capacity to wow with dazzle and innovation.
I did a little 3D contract work in my past life for a couple WWII flight sims and I assure you the budget I was given for my assets would bring the high-end PCs prevalent at the time to a crawl... But when the title was released it ran like butter.
Nature of the beast...
#33
Posted 27 February 2016 - 01:20 AM
MrMadguy, on 26 February 2016 - 11:56 PM, said:
and I have to disagree with this. I play on a $1300 two year old laptop and I can run high at 60 FPS
#34
Posted 27 February 2016 - 01:26 AM
MrMadguy, on 26 February 2016 - 11:14 PM, said:
So I really doubt, that new engine will improve anything. But what I know for sure - is that DX11 is much less optimal in current engine and causes sudden drops of FPS and that newer versions of engine don't have DX9 support, that works smoothly.
Then at the very least we can hope that a new engine will be easier for the devs to work with, and thus speed up development time.
#35
Posted 27 February 2016 - 01:28 AM
Edited by NextGame, 27 February 2016 - 01:29 AM.
#36
Posted 27 February 2016 - 01:30 AM
MrMadguy, on 26 February 2016 - 11:56 PM, said:
Ooooooor, WoW is the crack l of gaming, and MW:O is a niche game that should have the same graphical quality it had in its own closed beta, instead of trying to keep the potatoes.
Edited by RestosIII, 27 February 2016 - 01:31 AM.
#37
Posted 27 February 2016 - 01:59 AM
I am very impressed with the game engine War Thunder is using. From the graphics to the frame rates and the solidity of the netcode. BigWorld game engine bought and used by Wargaming is ideally for large scale multiplayer online games, and is also used with other MMOs.
To minimize porting from Cryengine, one has to use a game engine that uses C++ for its developmental language and Lua for scripting. The most well known engine that meets that would be Valve's Source 2 engine.
Crytek is said to be tethering financially, so support and further development may have been impacted by its financial situation. With this happening its no wonder PGI maybe wisely looking for a new game engine.
Edited by Anjian, 27 February 2016 - 02:01 AM.
#38
Posted 27 February 2016 - 02:08 AM
Signal27, on 27 February 2016 - 01:26 AM, said:
Then at the very least we can hope that a new engine will be easier for the devs to work with, and thus speed up development time.
This won't happen. PGI has curved hands - this can't be fixed by any engine. Game engine - is just a tool, like a hammer for nails hammering. It's still up to you to fill your game with content and code it properly. If you hold it for wrong side - then no matter, how decent it is - you won't succeed no matter what.
Edited by MrMadguy, 27 February 2016 - 02:13 AM.
#39
Posted 27 February 2016 - 02:15 AM
Fixing your foundation --- enables you to uncork your content.
Having said this, I don't believe the guy directing MWO's creative and game content is top notch.
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