

Cry Engine Isn't The Problem!
#1
Posted 09 September 2016 - 01:51 PM
#2
Posted 09 September 2016 - 01:53 PM
#3
Posted 09 September 2016 - 01:56 PM
#4
Posted 09 September 2016 - 02:05 PM
#5
Posted 09 September 2016 - 02:24 PM
Changing over to any easier Engine to work with (because the current Cry Engine is overly complicated and difficult, on top of the fact it's been so heavily contorted to make MWO even work the way it does, is a horrific nightmare) would be so much better becauses changes would be much easier and time will be less spent on screwing around with it, which I can only imagen how much money that has cost them in man hours.
But I agree it is highly unlikely that they will change because then they would be forced to star over from scratch which would be time consuming as well as very expensive.
Edited by Coralld, 09 September 2016 - 02:26 PM.
#6
Posted 09 September 2016 - 02:38 PM
Coralld, on 09 September 2016 - 02:24 PM, said:
Changing over to any easier Engine to work with (because the current Cry Engine is overly complicated and difficult, on top of the fact it's been so heavily contorted to make MWO even work the way it does, is a horrific nightmare) would be so much better becauses changes would be much easier and time will be less spent on screwing around with it, which I can only imagen how much money that has cost them in man hours.
But I agree it is highly unlikely that they will change because then they would be forced to star over from scratch which would be time consuming as well as very expensive.
Very much the truth of what is the current state, how ever with recent moves by PGI, this just might be what they are doing. There have been some moves on there part lately that have left me with a bit of concern over their handling, namely what is about to happen with FW entering what is more or less a holding pattern, as well as the almost rushed feel to the mech packs being released, not that I am against mechs reusing art and animation assets, that has left me feeling that they are rushing around looking for cash for something....
#7
Posted 09 September 2016 - 02:41 PM
PGI was already working with smith & tinkers then we had the bandai or warhammer break copyrights episode which make the game dev stop or freeze.
After smith & tinckers did sell the game to PGI ( with or not IGP ) they did change to cryengine 2 and then becose hype around cryengine 2,5 and coze they were supposed to have more support from cryteck they did do a migration again fropm cryengine 2 to cryengine 2,5.
And it was the main error which did freeze the dev and lead to futurs differents problems about 3d engine performances maybe hard to solve for a little compagny like PGI.
Also cryengine isn't the problem but migrations from another engine was a big one.
Well i am not sure i am totally right about the full story, i got the infos from a unit friend N**** A1 and some officials news from PGI o/ if someone have betters infos he is welcome to correct me and sources are welcome.
Edited by Idealsuspect, 09 September 2016 - 02:43 PM.
#8
Posted 09 September 2016 - 02:57 PM

#9
Posted 09 September 2016 - 03:07 PM
#10
Posted 09 September 2016 - 03:12 PM
Isn't that one of the reasons why Star Citizen (with a substantially larger budget and better team of coders) is taking so long?
maybe you guys know better than me but that's just what I read online
#11
Posted 09 September 2016 - 03:22 PM
Wolf Ender, on 09 September 2016 - 03:12 PM, said:
Isn't that one of the reasons why Star Citizen (with a substantially larger budget and better team of coders) is taking so long?
maybe you guys know better than me but that's just what I read online
CryEngine didn't even have server side net code that is what PGI had to write. CryEngine used peer to peer.
#12
Posted 09 September 2016 - 03:48 PM
#13
Posted 09 September 2016 - 05:10 PM
Idealsuspect, on 09 September 2016 - 02:41 PM, said:
And it was the main error which did freeze the dev and lead to futurs differents problems about 3d engine performances maybe hard to solve for a little compagny like PGI.
MWO has always used CryEngine3

#14
Posted 09 September 2016 - 05:51 PM
#15
Posted 09 September 2016 - 05:59 PM
Intrepid, on 09 September 2016 - 05:10 PM, said:

Yea true !! Damn isnt the first time someone told me this but well my first memory about cryengine 2,5 comeback all time

Ok also it seem it's server side netcode added by pgi which was hard thing to implement to the game engine and not a previous cryengine upgrade.. good to know.
#17
Posted 09 September 2016 - 09:52 PM
it can happen as other Games have updated / changed their Engine in the past,
its not unheard of for a Game to update or change their Engine though it is uncommon,
the Problem with MWO is the CryEngine,
as its been heavily modified to the point you can barely even call it CryEngine anymore,
Imperius, on 09 September 2016 - 03:22 PM, said:
what right do you have to Say how qualified someone is to do something?
have you ever done professional map design? map design isnt Necessarily easy,
also you can be a skilled map designer and have never worked in CryEngine before,
just as a mechanic may work on Chevys, that doesnt mean they know Fords,
PGI seems to have been making allot of Strides on Fixing things in MWO recently,
just look at what has changed in the last year or so, we are moving forward though slowly,
though many of us would like to see updates come out faster,

Edit- Spelling, and Flow,
Edited by Andi Nagasia, 09 September 2016 - 11:02 PM.
#18
Posted 09 September 2016 - 09:58 PM
#20
Posted 10 September 2016 - 12:18 AM
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