Have These Engine Issues Been Fixed?

Post » Wed Dec 02, 2015 11:36 am

As LateWhiteRabbit mentioned, Fallout 4 is using the https://en.wikipedia.org/wiki/Creation_Engine. Skyrim also used the Creation Engine and not the Gamebryo, although the Creation Engine uses a Gamebryo codebase. That info is from Wikipedia so take that as you will.

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Kahli St Dennis
 
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Post » Wed Dec 02, 2015 3:16 am

I doubt there will be many who agree with me on this one, but one of my major gripes about Skyrim was the simplification of the players ability to manipulate objects in the game. Prior to Skyrim, items could be grabbed from any side, lifted, turned and positioned as the player liked. The player could easily decorate his house with things he found adventuring, and once placed they stayed where they were put. Even corpses could be grabbed by the limbs and posed for comic amusemant.

In Skyrim it seemed like each item only had one grab point. You would pick it up and it would flop around uncontrollably. Trying to do something simple like righting a cup that had been knocked over was a nightmare. When you finally did get it placed and left the area, it would be on the floor when you got back.

I really, really hope they restored the world manipulation functionality to the level it was in earlier games.

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Jeffrey Lawson
 
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Post » Wed Dec 02, 2015 5:46 am

I can't remember if the Ash and Goo piles disappearing after a few in game days was in Skyrim or not. I think it was patched in?

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Neil
 
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Post » Wed Dec 02, 2015 3:57 am

Don't know who wrote that article, but "Creation Engine" is not a replacement for Gamebryo. It's simply Bethesda rebranding it for their own purposes. Which I imagine they had to work out some kind of deal for with the people in charge of Gamebryo's bankruptcy.

All one needs to do is compare Skyrim to New Vegas to know this for certain, but any of the older games will do for that comparison.

I will grant though that it appears as though Fallout 4 will be what truly separates it from its roots - so long as my previous post's list of stuff is actually fixed.

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Cccurly
 
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Post » Wed Dec 02, 2015 8:32 am

Only gripe I have about Bethy Engine is the animations are lcoked 30fps which are not smooth for me.

To me they seem to robotic,stiffness,micro stuttery for my eyes despite it's running in 60fps on my side.

it's kinda like those drawing notebook papers where you flip the pages fast.

or something like these:

https://www.youtube.com/watch?v=7n2YF7mfP5s

https://www.youtube.com/watch?v=1KN9Hlnr1-s

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jadie kell
 
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Post » Wed Dec 02, 2015 2:50 pm

As it's going to be running as a 64 executable on applicable systems they would have to do a good bit, now will the game be optimized well that's another story...

All I want is no more micro stutters lol
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Ice Fire
 
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Post » Wed Dec 02, 2015 2:11 pm

Fallout 4's Creation Engine as much a replacement for Gamebryo as Unreal 4 is a replacement for Unreal 2.

Is the Creation Engine a descendant of Gamebryo? Absolutely. But it isn't the same thing. It needed rebranding because it IS different.

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Lakyn Ellery
 
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Post » Wed Dec 02, 2015 8:00 am

But because it's still uses the base code,it's still tied to G.E along with it's flaws.

https://en.wikipedia.org/wiki/Creation_Engine

I just hope they heavely optimise it but I'm abit skeptical at this moment.

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Alexis Acevedo
 
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Post » Wed Dec 02, 2015 8:56 am

All I know is that to add PBR, volumetric lighting, Gameworks, etc. they'll have had to make pretty major changes from the version of the Creation Engine Skyrim uses. :shrug:

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Breautiful
 
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Post » Wed Dec 02, 2015 5:31 pm

The Gamebryo engine used in Oblivion and Fallout 3 is just an updated version of Morrowind's Netimmerse engine; Skyrim's Creation engine is just an updated version of Oblivion and Fallout 3's Gamebryo engine. They all use the same .esp, .esm, .ess and .bsa file formats and the Construction Sets, GECKs and Creation Kit are nearly identical. Arthmoor is right: the engine has only been rebranded.

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Erika Ellsworth
 
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Post » Wed Dec 02, 2015 5:35 pm

It's not as cut and dry as you think. I listed out a bunch of things that were issues in Morrowind that remain issues to this day in Skyrim. Gamebryo issues. Things Bethesda has never been able to overcome to date. Yes, they have improved, but your comparison between Unreal 2 and Unreal 4 here being equivalent to Oblivion vs Skyrim is way off the mark. All one needs to do is look at the 3D modeling part, which is the core of everything. Still using the same .nif files. Yes, they added stuff to that, but it's all still fundamentally the same technology with a fancier skin on top. Fallout 4 will be no different.

A lot of us, myself included, believed Todd when he said they rewrote the entire engine from the ground up for Skyrim. Then the evidence mounted that it was all a lie. I think this time around he knew better and just told people what we're going to find out anyway on the first day.

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Mariaa EM.
 
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Post » Wed Dec 02, 2015 3:32 pm

I'll be happy if they just do something about the damn weather effects.

On one hand I know it's not that big a deal but...damn, at this point I don't think it's much to ask for rain that doesn't fall through solid surfaces.

I don't even know if it'll rain in fallout 4, but if I build a house it better not be a leaky one! I'll have to sleep in my power armor to stay dry.

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NAkeshIa BENNETT
 
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Post » Wed Dec 02, 2015 11:11 am

I've been playing TW3 on Xbox One recently and that runs at 30fps, no complaints. Not really too worried about it, and as far as. How the game looks I'd say fantastic.
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Rik Douglas
 
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Post » Wed Dec 02, 2015 4:15 am

not too belittle or put down cd project red(because they are amazing folks :D ) but your statement should be It Trys to remain at a stable 30fps and most of the time it succeeds but every now and then it tanks hardcoe and i suspect fallout 4 will be know different on console

i hope they fix the framerate thing i was killed this morning because of that problem not cool :yuck:

shadows i could care less performance hogs most of the time . in my book frame rate/less imputlag>everything else

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Charlotte Buckley
 
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Post » Wed Dec 02, 2015 6:48 am

I hope that Fallout 4 includes the ability to climb ladders - that's one engine limitation that's been annoying since Morrowind.

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Meghan Terry
 
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Post » Wed Dec 02, 2015 5:20 am

I'm just curious if they somehow circumvented the fact you couldn't remove Mods during gameplay because of script issues.

Another thing that bothered me was how you couldn't use lots of script intensive Mods when your FPS drops very low.

Both problems limited the maximum choice of Mods until your game would suffer from bugs and crashes.

Did they finally ported FO4 to a 64 bit engine? I hope we do not have to deal with 3.1 GB limit, 4 GB patches and other such things?

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Mariana
 
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Post » Wed Dec 02, 2015 1:07 pm


I doubt it. Beth has always been somewhat slow in implementing gameplay mechanics which are common in most other games. Is like Beth lives in their own world, at their own pace. Even when Todd Howard announced that FO4 was going to have volumetric lighting, he said it with such pride and emphasis like if it's the first time in video game that has been done.

I personally don't mind the ladders. I do mind the shadows though - that really changes the ambience of a game. A game without SSAO for example looks flat and bland. That's one of the first things I noticed about NV, everything looked flat until I downloaded the enb series shaders.
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patricia kris
 
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Post » Wed Dec 02, 2015 11:16 am


Huh I thought that was just an Xbox one quirk. Usually when I get bouts of sluggishness I save then close the game entirely. When I reboot it's always back to being smooth. Glad to know it's also possibly the game and not just Xbox in general.
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james kite
 
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Post » Wed Dec 02, 2015 6:42 pm

The new Creation Engine is definitely 64-bit.

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Charity Hughes
 
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Post » Wed Dec 02, 2015 9:12 am

for a long time was way worse on ps4

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LittleMiss
 
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Post » Wed Dec 02, 2015 8:37 am

It isn't a engine limitattion as you can clearly see in the Pitt (where NPC show it would work from the technical side). It's deliberate level design and no against the opinion of some well known moddev has the Skyrim engine not much todo anymore with Gamebryo (is a middleware that Bethesda used for their own engine) or what Morrowind used.

It would be the same as you would call Unreal 4 as the same buggy mess as the first Unreal was.

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vanuza
 
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Post » Wed Dec 02, 2015 9:01 am

NPCs climbing ladders is not at all the same thing as PCs climbing ladders - NPCs are much easier to do (it's just an animation, after all); PCs are much more difficult (it requires a special object that allows the user to 'fly' when walked into, and it requires a special animation to then play while that occurs and follow the user's commands, and it requires item usage to be restricted while doing said climbing).

It's an 'engine' restriction in that it's a thing that modders can not fix - at least not to an acceptable degree.

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Steven Hardman
 
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Post » Wed Dec 02, 2015 4:30 am

You are wrong here. This ladder object is easy to make. I can do it if I wanted to (including NPCs using the same ladder, about a day work for me, 5 days with 1stperson animation because I am bad at making good looking anims :) ) but it makes no sense because the levels aren't suited for that function (as I said level design) and also I have no interest to make a ton of navmeshes for the NPCs on the roofs.

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Jade MacSpade
 
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Post » Wed Dec 02, 2015 9:48 am

You may have a different definition of the word 'acceptable' then I do if you think you can make an actual functional ladder in Fallout 3 or New Vegas in a day. The game does not support switching out the 'walking' animation to a 'climbing' animation without giving up control over the game while the player ascends/descends the ladder (and by that I mean you can create an object that would have you ascend the ladder automatically, but you can't create one that'll allow you to stop at any point and jump off or begin descending with a correct animation playing when doing so to make it not look like ass). It doesn't support only allowing you to use one-handed weapons while on said ladder, with the first-person camera showing you holding onto the ladder while you aim around you. I could go on.

Also, there are ladders in Fallout 3/New Vegas, they're just either non-functional or (and I don't remember if this is something that mods do rather than part of the base game) just teleport the player to the top.

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Rob Davidson
 
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Post » Wed Dec 02, 2015 9:15 am

Yes Weapon use won't happening on the ladder (makes no sense anyway because you need both hands climbing it). Switching between walking and climbing is simple managed with the object. Ascent/descent is easy todo with NVSE key commands or if I go really fancy (yes 1 day more :smile: ) I switch the skeleton to a animation set with climbing ani (there it would be even Weapon use possible) and yes the ladders you see ingame are static objects or doors.

But yes you need to know more about the engine as just the basics if you want todo such a project. Most moddevs care only about scripting, geck and if they are interested a bit more meshes and armors. There aren't a lot outthere who do well embedded anims and functions.

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Angela Woods
 
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