ES6(2016) or ES6(2019) new engine?

Post » Tue Jan 19, 2016 6:24 pm

I have not purchased Fallout 4 still, but some PC gamers are saying that the PC version of Fallout 4 is the most optimized Bethesda Game Studios developed video game on PC.



They say there are less stutterings and Crashes to Desktop (CTD's) than what the PC version of The Elder Scrolls V: Skyrim had.



According to Gstaff and some PC gamers who are modders the PC version of Fallout 4 has a 64-bit executable and uses DirectX 11 and has Physically Based Rendering (PBR).



There is also a rumor on a AMD Radeon video card picture that I saw I think a day after Fallout 4 released for sale that Fallout 4 will get DirectX 12 support.



DirectX 12 allows for a lot more drawcalls and when I say a lot more I mean A LOT more.



DirectX 12 allows for 300,000+ drawcalls, 500,000+ drawcalls, 3+ million drawcalls and I heard Microsoft wants to try to reach 50+ million drawcalls with DirectX 12.

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Shae Munro
 
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Post » Tue Jan 19, 2016 5:27 pm


Could you PM me next week's Lotto numbers too?

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Dawn Porter
 
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Post » Tue Jan 19, 2016 7:44 am

The main question is whether people would tolerate a longer wait period to get a new engine or not, the exact release years are not the subject of the thread.

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Claire
 
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Post » Tue Jan 19, 2016 7:24 am


Thrad subject:



ES6(2016) or ES6(2019) new engine?


Try again, please.

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kristy dunn
 
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Post » Tue Jan 19, 2016 2:04 pm

Those numbers are mere examples, the actual point of the thread is the opportunity of engine change, with the drawback of waiting. Most people understood this, ignored the numbers and answered with their opinion on the engine subject, and didn't spam the thread for semantics like you did.

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Maya Maya
 
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Post » Tue Jan 19, 2016 6:18 pm


:slap: Don't be a pest. I have Krampus on speed dial. :stare:



Before we were so rudely interrupted, Placebo, I agree with those who said that waiting longer for a more polished-looking game would be my preference.

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Laura Tempel
 
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Post » Tue Jan 19, 2016 8:07 pm

The waiting time between these games is already high, so why not? A new engine could make TES look better and I imagine the team wants to reboot some of the gameplay too once the technology is ready.


I may be dead in 2020, but who cares :hehe:

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Phillip Hamilton
 
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Post » Tue Jan 19, 2016 11:46 am

Well, considering I have well over 2000 hours played now, maybe "half-assed" was not quite accurate enough. Would "quarter-assed" fit better?



BTW, I've had plenty of fun with "not great games." Does not mean they were great games. Skyrim was done half-assed. Look at all the unfinished quests and deleted material, just to hit their 11-11-11 deadline. I have fun in the game, but it is not polished.

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Penny Wills
 
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Post » Tue Jan 19, 2016 8:24 am

Well, in the approximately 20 years I've been playing Bethesda games, I haven't seen a polished one yet. Arena was probably the most bug-free on release. None of the games since are actually complete.



Beth is genius at what they do well, which is open-world freedom, and they're really bad at what they don't do well, which is animation, writing, debugging, and supporting released games with fixes and patches.



They also have a marked tendency to never get around to fixing blatant malfunctions, like the rain that still clips through structures since Morrowind. And that's not an engine limitation, either, since modders have managed to do something about it.



Bethesda needs to learn to properly use the engine they have, before switching to a different one and introducing a whole other set of problems that they will never get around to fixing.

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victoria gillis
 
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Post » Tue Jan 19, 2016 7:26 pm



"If the "B" in Bethesda is for buggy , the 'D' in Daggerfall is for definitely!
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Sandeep Khatkar
 
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Post » Tue Jan 19, 2016 11:17 am

Good news, that's actually fixed. Except for the fact that everything inside said area still looks like its soaked. And player constructed buildings however, still have the rain clip through. But yay, progress?



But yeah, between the last...fifteen or so years of Bethesda games, Skyrim takes the cake for probably being the least "complete" game I've played. Fallout 4 is a marked improvement on that field, since the bugs I did have were few and far between, so I do think its a step up from their last game. I do think they take the criticism to heart and try to improve from there. Whether or not people like what they try to do is a major case of YMMV.

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Kyra
 
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Post » Tue Jan 19, 2016 11:48 am

I think it will be either 2017, or 2018
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NEGRO
 
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Post » Tue Jan 19, 2016 5:01 pm


I seriously doubt it'll be any time before 2020. We MIGHT see Starfield (Beth's new IP) in 2017 though.

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Marlo Stanfield
 
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Post » Tue Jan 19, 2016 8:57 am



I just hope the time it takes will be well spent. ..
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BrEezy Baby
 
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Post » Tue Jan 19, 2016 10:39 am

You know, this is a great point. Maybe trying to get better at the engine they've been using is better than trying to learn a whole new one?



Can they, though? How many years have they been using thier current one? Is this the same engine that they created Morrowind with? (I really do not know what engine they use...)



I dunno. I guess I expect too much :P

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JAY
 
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Post » Tue Jan 19, 2016 3:15 pm


Yes. From Morrowind's Netimmerse to Oblivion and Fallout 3's Gamebryo to Skyrim's Creation we are talking about updated and improved versions of the same engine. They all use the same .esp, .esm, .ess and .bsa formats and they were all made with the same Construction Set.



I agree absolutely with glargg. They need to figure out how to program the engine they already have before they even think about adopting a new one. If they can't make their games work efficiently and correctly with the engine they've been using for fifteen years and which they now know like the back of their hands, I have little hope they can make their games work efficiently and correctly with a completely new, completely unfamiliar engine.

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Nims
 
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Post » Tue Jan 19, 2016 2:13 pm

Is the PC version of Fallout 4 not the most optimized Bethesda Game Studios developed video game so far?



I read on the Fallout 4 General Discussions section topics with PC gamers who say there are hardly any Crashes to Desktop (CTD's) and not many stutterings only here and there like in the city of Boston.



All we have to do next is wait for Bethesda Game Studios to release support for DirectX 12 maybe in 2016? Maybe 3 months after the Creation Kit releases?

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barbara belmonte
 
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Post » Tue Jan 19, 2016 6:43 pm

I don't mind Bethesda's creation engine but they do need a new upgraded version of it honestly, and I feel TES6 would be the perfect game to start on a new engine.



Fallout 4 was waited too long so I felt they really wanted to get it out quickly and Skyrim is the "final chapter" of an Elder Scroll. Meaning, TES6 would be a new Elder Scroll for sure.

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Mel E
 
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Post » Tue Jan 19, 2016 9:18 am

I can live with the old engine, provided that the game content is excellent (an improvement on Skyrim.)



If I have to wait until 2019 for a fresh ES game, I suspect I'll have lost all interest by that point. That's happened to me before with other games.

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Kelly Upshall
 
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Post » Tue Jan 19, 2016 9:47 pm


Well, assuming that the next TES isn't filled with dense, metropolitan areas that make too many draw calls for shadows, then it should be okay performance wise.



They really need to learn to optimize their engines better, though. It's simply unacceptable to build dense cities like Boston and go "ayyy lmao don't max out your settings unless you've got 2 GTX titans in SLI, otherwise you're going to stutter harder than a guy with parkinsons." You know your game is an un-optimized experience when $700+ video cards are struggling to run the game @ full settings (consistently).

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Nymph
 
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Post » Tue Jan 19, 2016 12:58 pm

That is if Bethesda Game Studios supports DirectX 12 for both the PC and Xbox One versions of The Elder Scrolls VI. On PC at least, the PC version of The Elder Scrolls VI can end up having up to anywhere from 3+ million drawcalls to 50+ million drawcalls with DirectX 12.



DirectX 12 allows support for 50 different types of shaders and Microsoft wants to have DirectX 12 support up to 50 million drawcalls.

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Rachael Williams
 
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Post » Tue Jan 19, 2016 9:59 am


Sounds promising.

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dav
 
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Post » Tue Jan 19, 2016 8:34 pm

Seeing what a small indie company like Warhorse Studio could do with the Cryengine there is no excuse for Bethesda to still be using this ancient crap.

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Bee Baby
 
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Post » Tue Jan 19, 2016 12:46 pm

Well.... there is... but we don't mention that here :lol:

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Lizzie
 
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Post » Tue Jan 19, 2016 10:02 am

and what would that be...?

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Fluffer
 
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