Engine is most likely to be Void (ID 5) not Gamebryo

Post » Thu Nov 26, 2015 7:27 pm

I would love to see Arthmoor make an unoffical patch for Fallout 4, the people do for Fallout 3 and NV lacked the level of quality of updates Arthmoor and "his team" offer.

Not that they were bad or anything, just nowhere near the level of the unoffical TES patches.

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m Gardner
 
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Post » Fri Nov 27, 2015 6:17 am

Right now I'm as interested as the next person who wants to know where they're going with the engine. My two big hopes, that seem realistic enough, are a 64 bit exe with DX11 support. Both console platforms are already set up that way so there'd be no logical reason not to do it.

As far as engine bugs, the biggest one that got introduced into Skyrim with Patch 1.9 is the lip sync bug. In severe cases of that, NPCs have lip movement that makes things look like a bad Kung Fu movie dub. We've got some other irritations that came up that have been listed here: http://afkmods.iguanadons.net/index.php?/topic/4144-skyrim-engine-bugs/- the most annoying of that bunch being on post #6.

Whether or not I mod the game depends on if it holds enough interest. That didn't really happen with FO3. I made all of one mod before deciding it wasn't for me and went back to Oblivion. The game was cool, I just had no interest in dealing with the navmesh bug, among other things. Didn't really care much for NV so never got involved with anything there. I haven't even done the DLCs for that.

I honestly wouldn't count on FO4 being enough of a grab to have any desire to fix a bunch of bugs either. Especially not this close to Skyrim. Skyrim's unofficial patch project is becoming quite a draining experience and I don't want to be piling on a whole new game while we're still in full swing fixing Skyrim bugs after all this time.

Since the subject was raised, I'll also state I would like to see paid mods come back for FO4's official launch, and I would also like to see them come back for Skyrim too. I don't think the program was given a fair shake by those who were against it. Angry mobs should never decide the fate of a project.

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Jennifer Rose
 
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Post » Thu Nov 26, 2015 9:44 pm

There is 1 more hope for the PC version of Fallout 4. Bethesda Game Studios to support DirectX 12 if they are supporting 64-bit and DirectX 11. Maybe release DirectX 12 support next year.

I read some of Microsoft's slides and I can't remember which one it was but it takes 2 months only to support DirectX 12 this is what AMD also claims for Mantle.

These types of video games developed by Bethesda Game Studios could really use a low overhead API.

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Samantha Mitchell
 
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Post » Fri Nov 27, 2015 1:10 am

That I wouldn't count on. Chances are this has been in development too long for them to retarget for DX12 when not everyone is going to be rushing over to Windows 10 anyway.

Windows 7 64 bit still has the largest market share, so that's certain to be the PC specs they're going for here.

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Jordan Fletcher
 
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Post » Thu Nov 26, 2015 2:55 pm

See now, that isn't really the point. It'd be like saying "I don't think a single drop of rain was high on the developer's priority list". No, a single drop isn't, but entire storms and dynamic weather patterns are. It's the cumulative effect that matters. Moreover, one of the things about moving foliage is it's just not that hard to implement, nor is it a large burden or frame-rate, but it adds a disproportionately large amount to the atmosphere of the game.

A perfect example of these little things that make a big difference is the Skyrim mod that created proper exclusion zones for shelter when it rained, so that the rain didn't clip through. To me it's those little details that make the world come to life, far more than having the highest anti-aliasing settings, or performance killing 8k textures that you don't even notice.

I'll put my head on the chopping block and say I agree. All of the vitriol about that (except for the indecently large cut that Valve/Bethesda took) was entirely misplaced, and it would've done great things for the modding community. But it just got turned into one of those trendy lightning rod controversies where people just go [censored] hysterical and basically scorch the earth. We'll never see it or hear about it again, and it's a damn shame.

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Andrea Pratt
 
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Post » Thu Nov 26, 2015 7:19 pm

The Witcher 3 uses speedtree.
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Jeff Turner
 
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Post » Thu Nov 26, 2015 3:02 pm

So... Creation Engine confirmed via the live broadcast. No mention of mods. The in-game building thing looks absolutely awesome though.

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(G-yen)
 
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Post » Thu Nov 26, 2015 5:23 pm


No need to really talk about mods as it's a given.

But yeah the building stuff looks interesting.
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Matt Bee
 
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