Have These Engine Issues Been Fixed?

Post » Wed Dec 02, 2015 1:04 pm

To be fair, I don't think Gamebryo is the cause of these issues.

Going back to Morrowind, a source from August, 2001 on Bethesda using NetImmerse provides this info: (Can't post source link but google should provide it to you)

We can see that NetImmerse was mainly used to provide an art pipeline, cross-platform support and some smaller features that all engines have. So, we can assume that from the get-go a lot of it was already rewritten. Especially since Gamebryo is not an open world engine, open world engines require a very large amount of system-related work to function correctly. Rendering, terrain, AI, Scripting and Physics were all possibly written by BGS for Morrowind.

From here, we can only assume the differences between the engines increased, the art and animation pipeline remained the same for Oblivion, but the rest changed around it. I'm betting that Materials and Visual Effects system became BGS-made around this time.

In Fallout 3, we have of major note a new animation system, further more removing it from its origins. I also estimate rendering and lighting were changed as well.

In Skyrim, we have huge rewrites: Havok Animation is implemented, Rendering, Lighting & Physics were re-written from the ground up as well as other major changes across the engine, including an entirely new in-house Foliage Creation & Rendering system.

So, as you can see the engine has never really been "gamebryo", for the most part any bugs have been from BGS tech. Now, I'm not saying it's because all of their programmers are terrible, open world games, especially on this scale have a large list of technical problems to solve.

In terms of branding, I think it does deserve the title Creation Engine, Gamebryo is seriously only really used for very minor and old systems, most of it is BGS tech. For example, Valve's Source engine still contained Quake 2 code, if they're not removing the code it means that removing it would have a negative effect on the whole scheme of things.

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Kelsey Hall
 
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Post » Wed Dec 02, 2015 4:57 pm

Yea, but a game engine is so much more than just a renderer. What about the process and event managers, cache, multi-threading, etc., etc.? Many of the recurrent quirks in the engine are within the purview of those subsystems.

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Nathan Risch
 
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Post » Wed Dec 02, 2015 3:19 am

Yes and actually netimmerse/gamebryo was used mostly as the renderer in Morrowind/Oblivion/FO3. See my actual point that I made and why I don't even give Morrowind the gamebryo "honor"? It's a myth that is kept alive for insults not a technical fact who everyone should know who ever looked at the real gamebryo development kit. I had this oppertunity.

About Skyrim again: As Arthmoor definitly knows Script, AI and questing system also got reworked bigtime in it. It was a very big update.

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Felix Walde
 
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Post » Wed Dec 02, 2015 7:19 am

If it's a myth kept alive for insults then why does the official Gamebryo site list Fallout 3 and Oblivion among the titles that use it? That argument doesn't hold.

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Sophie Morrell
 
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Post » Wed Dec 02, 2015 7:21 pm

Because it is one of the middleware that is used in the game (and yes rendering, effects, animation comes from gamebryo in FO3 & Oblivion I never said any different).

Interesting it isn't mentioned for Skyrim anymore, isn't it ? :smile:

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Jade
 
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Post » Wed Dec 02, 2015 12:38 pm

Only interesting because their site hasn't been updated in God knows how long. After all, we all know New Vegas is Gamebryo and it's not listed either.

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Markie Mark
 
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Post » Wed Dec 02, 2015 10:26 am

So... Turning off v sync mess up lockpicking and hacking from what I heard.

Amazing, so many years in development, yet again same issues.

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Sxc-Mary
 
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Post » Wed Dec 02, 2015 10:57 am

So the shadows are much improved over Skyrim's. However, the game is still pooping on itself at higher than 60 FPS. Getting stuck at terminals, not being able to get into power armor, and other strange and game-breaking things are happening. It looks like this is another title that will need to be capped at 60 FPS to be playable.

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Honey Suckle
 
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Post » Wed Dec 02, 2015 8:18 am

The physics issue wasn't an issue with Havok, but how Bethesda was using Havok. The physics seem to work properly now, but there are other issues present at higher frame rates now.

And as long as you have the monitor with the refresh rate to support it and the system to drive it, playing at 120/144 FPS over 60 FPS is like night and day in regards to smoothness, responsiveness, and maintaining a crisp image during fast action.

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JUan Martinez
 
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