

Discuss Transferring Mwo To Unreal 4
Started by TheArisen, Jun 23 2017 10:39 PM
67 replies to this topic
#61
Posted 25 June 2017 - 02:38 PM
I think I played it for about a week..
#62
Posted 25 June 2017 - 02:42 PM
The problem with this game isn't the engine. It's the FTP model that ruins it.
#63
Posted 25 June 2017 - 02:53 PM
Lightfoot, on 25 June 2017 - 02:33 PM, said:
That's not the Unreal Engine. It's a cinematic. I wasn't impressed with Planetside 2, (I remember trying it) just not my interest in games. EVE puts 30,000 players on the same server, but when they all show up at one spot it gets a bit laggy. I don't think you can put hundreds of mechs on a single server due to the number of systems and targets a mech runs, but I don't know.
I'll say this much, if PGI is going to go through all the trouble of porting to a new Engine they should pick one that creates the correct perspective for giant stompy robots. I don't see Unreal doing that yet. Any examples of mechs in Unreal 4? Basically all the past mech games have handled the perspective by making the world around the mech miniature and the mech human size. MWO is pretty good for scale, but still when you walk through river city the windows in the buildings look about one foot tall and your mech's arms do not look like they are 7-10 meters away from the cockpit. So the new engine needs to be able to project curvilinear perspective.
Basically, the mech has one perspective which is kind of a forced perspective, curvilinear perspective (2), and the world around it is normal from a set distance outwards. This creates the illusion of the mech being a much larger scale than the normal view. If done right. You know, like when a giant space frieghter passes right in front of your viewpoint and then into the deep distance. Think Star Wars or Alien.
Considering the simplicity of mechs compared to "Ships" in Star Citizen, and that they are raising their player per server limit from 100 to a 'higher goal'.... It isn't so much a limitation there. Though somewhat more advanced, it's still the Cry Engine. Many of the UE4 features that PGI is seeking for MW5 are also native to CryEngine, but needed the support of the engine's creators which PGI doesn't have (and those whom were there have all jumped the bankrupt ship and joined Star Citizen). Features such as procedural map generation which we desperately want. PGI claims they want to ensure quality, but we know their map quality isn't that great given the way they design maps.
Of course RSI had to develop numerous new systems to be able to achieve this, as well as significantly larger maps far beyond what the engine was meant to do.
#64
Posted 25 June 2017 - 03:03 PM
Koniving, on 25 June 2017 - 02:53 PM, said:
Considering the simplicity of mechs compared to "Ships" in Star Citizen, and that they are raising their player per server limit from 100 to a 'higher goal'.... It isn't so much a limitation there. Though somewhat more advanced, it's still the Cry Engine. Many of the UE4 features that PGI is seeking for MW5 are also native to CryEngine, but needed the support of the engine's creators which PGI doesn't have (and those whom were there have all jumped the bankrupt ship and joined Star Citizen). Features such as procedural map generation which we desperately want. PGI claims they want to ensure quality, but we know their map quality isn't that great given the way they design maps.
Of course RSI had to develop numerous new systems to be able to achieve this, as well as significantly larger maps far beyond what the engine was meant to do.
Of course RSI had to develop numerous new systems to be able to achieve this, as well as significantly larger maps far beyond what the engine was meant to do.
Im still wondering if star citizen can even get the handful of people they have now working. They keep putting off the "network upgrades" over and over. The beta is unplayable due to fps,crashes and lag for most people i was teaming up with.
Edited by Monkey Lover, 25 June 2017 - 03:04 PM.
#65
Posted 25 June 2017 - 03:10 PM
Monkey Lover, on 25 June 2017 - 03:03 PM, said:
Im still wondering if star citizen can even get the handful of people they have now working. They keep putting off the "network upgrades" over and over. The beta is unplayable due to fps,crashes and lag for most people i was teaming up with.
Turn graphics down. Particularly textural resolution. They have 4k and some 8k texture resolutions in that mix.
For comparison, that's 16 times what Skyrim natively uses, and 4 to 8 times more than what MWO and Fallout 4 uses.
That's at minimum two to four times the size of textures used by PS4 (and at max 4 to 8 times).
Their latest progress which talks about how they are pushing the engines. Sadly the guy is not the most interesting in the world but the techno jargon's all there and reasonably understandable.
When I jumped back on after a bit sometime back, it was nearly unplayable. Lordred (the perfect screenshot guy) told me about the texture resolutions, I put them down to low (which is about equivalent to MWO's "Very High", and it was a world of difference.
Edited by Koniving, 25 June 2017 - 03:18 PM.
#66
Posted 25 June 2017 - 03:13 PM
Lightfoot, on 25 June 2017 - 02:33 PM, said:
That's not the Unreal Engine. It's a cinematic. I wasn't impressed with Planetside 2, (I remember trying it) just not my interest in games. EVE puts 30,000 players on the same server, but when they all show up at one spot it gets a bit laggy. I don't think you can put hundreds of mechs on a single server due to the number of systems and targets a mech runs, but I don't know.
I'll say this much, if PGI is going to go through all the trouble of porting to a new Engine they should pick one that creates the correct perspective for giant stompy robots. I don't see Unreal doing that yet. Any examples of mechs in Unreal 4? Basically all the past mech games have handled the perspective by making the world around the mech miniature and the mech human size. MWO is pretty good for scale, but still when you walk through river city the windows in the buildings look about one foot tall and your mech's arms do not look like they are 7-10 meters away from the cockpit. So the new engine needs to be able to project curvilinear perspective.
Basically, the mech has one perspective which is kind of a forced perspective, curvilinear perspective (2), and the world around it is normal from a set distance outwards. This creates the illusion of the mech being a much larger scale than the normal view. If done right. You know, like when a giant space frieghter passes right in front of your viewpoint and then into the deep distance. Think Star Wars or Alien.
it was an example. The guy I quoted was saying it's impossible to have good gameplay if we would have vtols, armored cars, etc., because of server lag.
#67
Posted 26 June 2017 - 01:45 AM
If you ask me, MWO should be completely ported/redone in Unreal4 engine, and with that in mind, my greatest hope if for random, procedurally generated maps, that would depict the true scale of planetary conquest.
And not to mention one could not learn all the cool spots on the map before hand, cose' the map would be random every time you drop on it..
And not to mention one could not learn all the cool spots on the map before hand, cose' the map would be random every time you drop on it..
#68
Posted 26 June 2017 - 02:05 AM
Personally, I've always been a fan of the Real Virtuality Engine...
But... that's a sim-heavy engine designed for battlefield simulations. I'm not sure how it would handle battlemechs, but subcomponent modeling is built into the engine's script.
Of course... it's also designed to run thousands of square kilometers of simulated space in real time. Think Skyrim sized maps where everything is real time and a bullet shot into the air will persist until gravity and wind resistance forces it back down kilometers away.
But... Unreal Engine is designed with arena shooters in mind and is more mature than the old CryEngine. And we all know this is the next E-sport. It's in the game, y'all.
But... that's a sim-heavy engine designed for battlefield simulations. I'm not sure how it would handle battlemechs, but subcomponent modeling is built into the engine's script.
Of course... it's also designed to run thousands of square kilometers of simulated space in real time. Think Skyrim sized maps where everything is real time and a bullet shot into the air will persist until gravity and wind resistance forces it back down kilometers away.
But... Unreal Engine is designed with arena shooters in mind and is more mature than the old CryEngine. And we all know this is the next E-sport. It's in the game, y'all.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users