Game Engine for TES V

Post » Sat May 28, 2011 9:29 am

Clothes is good. I like physiqued clothes, along with everything else.
Except sand and hair.
Hair is just too beautiful to simplify for physiquery's sake.
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Jodie Bardgett
 
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Post » Fri May 27, 2011 10:36 pm

YES.

I'm still waiting for rain that doesn't magically fall through the roofs outside. :rolleyes:

As for game engines.... *thinks* I dunno, I don't play too many new games all the time. I don't know how easy or difficult it would be to add in the object-tracking required in a TES game (item and NPC positions, locations, status/states, and so forth). Ideally, I'd want an engine that is flexible for upgrades/fixes/tweaks, and as streamlined as possible, as well as using all the tricks to reduce rendering burdens (such as that occluded thingy where the game doesn't waste resources rendering stuff not on the screen).
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~Amy~
 
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Post » Fri May 27, 2011 11:32 pm

I'm still waiting for rain that doesn't magically fall through the roofs outside. :rolleyes:

That's probably been one of the technical programmers main concerns, alongside with animations. :P
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Solène We
 
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Post » Sat May 28, 2011 9:40 am

GameBryo supports collidable particles (no rain thru roofs), tight havok meshes (high poly collision), dynamic lighting (shadows), and better culling/occlusion (LOD and performance). Newer versions of Havok support IK (swishing robes/capes). Newer versions of Speedtree support destructable trees. Havok Animation and AI products(if used) would support dynamic 3D gridpathing. All the technologies needed already exit.
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Farrah Barry
 
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Post » Sat May 28, 2011 1:26 am

GameBryo supports collidable particles (no rain thru roofs)

Where does it say that?
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Jynx Anthropic
 
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Post » Sat May 28, 2011 5:31 am

I believe it doesn't. He may have been mislead due to how the http://www.gamesas.com/bgsforums/index.php?showtopic=1041353&hl= patches are able to give rain and snow particles collision. Though I highly doubt the base, unmodified Gamebryo tech in Bethesda's possession has that ability, though I'm sure it's been done by more recent Gamebryo builds or some other company.
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Elisabete Gaspar
 
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Post » Fri May 27, 2011 6:21 pm

Where does it say that?

GameBryo supports PhysX which provides "soft body physics".
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Brandon Wilson
 
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Post » Fri May 27, 2011 10:38 pm

GameBryo supports PhysX which provides "soft body physics".

No thanks to PhysX(and hopefully gamesas will be sticking with Havok for now), at least until Nvidia makes it run on OpenCL or DirectCompute.
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tegan fiamengo
 
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Post » Sat May 28, 2011 7:27 am

They could easily have fixed the "rain thru the roof" issue back in Morrowind, or so they said in an interview, but then decided not to because of performance reasons.

Why they didn't fix it with Oblivion I don't know, but I guess they valued the extra performance more there too. So it's not an engine issue.

A lot of the complaints about Gamebryo here seem to be founded in how Bethesda use Gamebryo and not really anything to do with Gamebryo itself. But I wonder, what makes you belive that they would be able to use any other graphic engine any better?

And you can't really compare more other games to TES either anyway, as TES is fully dynamic and built up from the master/plug-in data while you play, while many other games have pre-calculated levels that takes care of all the possible lightning, BSP trees for polygon sorting, physics, AI behavior, rain calculation and so on.
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Misty lt
 
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Post » Sat May 28, 2011 1:30 am

They could easily have fixed the "rain thru the roof" issue back in Morrowind, or so they said in an interview, but then decided not to because of performance reasons.

Why they didn't fix it with Oblivion I don't know, but I guess they valued the extra performance more there too. So it's not an engine issue.

A lot of the complaints about Gamebryo here seem to be founded in how Bethesda use Gamebryo and not really anything to do with Gamebryo itself. But I wonder, what makes you belive that they would be able to use any other graphic engine any better?

And you can't really compare more other games to TES either anyway, as TES is fully dynamic and built up from the master/plug-in data while you play, while many other games have pre-calculated levels that takes care of all the possible lightning, BSP trees for polygon sorting, physics, AI behavior, rain calculation and so on.


I agree. I think GameBryo (w or w/o other middleware) can do everything they want. Its a question of 'what' they want. What matters to them.
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Epul Kedah
 
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Post » Sat May 28, 2011 3:13 am

I think if we look at the new fallout game, we can better see the direction things will be headed in :)

But maybe not, the new fallout is a different project so any progress in engine upgrades might not be present...
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Amanda Leis
 
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Post » Sat May 28, 2011 9:59 am

I hope it's heavily stabilized and enhanced Gamebyro engine.
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Claire Mclaughlin
 
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Post » Sat May 28, 2011 10:51 am

They could easily have fixed the "rain thru the roof" issue back in Morrowind, or so they said in an interview, but then decided not to because of performance reasons.

I don't think rain passing through buildings and the like was particularly immersion-breaking for Morrowind. Lots of the buildings had flat or near-flat roofs with very few overhangs. Many, such as those using Velothi architecture, even slant outwards a bit as the walls reach the ground, but otherwise there are no major points of conflict.

With Oblivion however, the buildings tended to have much greater roof overhangs and the like, and I definitely think it should have had rain and snow collision.
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michael flanigan
 
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Post » Sat May 28, 2011 3:14 am

I don't think rain passing through buildings and the like was particularly immersion-breaking for Morrowind.

Except when you are traveling the out-door enclosed tunnel paths up to different levels of the Vivec City Cantons. That's when the rain-through-the-roof becomes most noticeably ridiculous.

If Bethesda has to stick with Gamebryo, then I hope they update it to the Gamebryo Hel Borne was referring to, because that official build seems to support a lot of useful technologies. I hope they also use that other stuff - Umbra, Lightsprint, etc.
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katie TWAVA
 
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Post » Sat May 28, 2011 9:30 am

You know what, if Bethesda wants to use the same Engine. Go ahead, I have bought newer games (not mentioning games) and am somewhat disappointed. I am not sure if the engine is what makes me thinks but I am happy in what Bethesda did. I never saw any graphic issues with Oblivion on my PS3 compared to the games I will NOT mention. If engine has anything to with this. I don't need big battles, I am fine in what BETHESDA has done. Bethesda NEVER follow another developer, they should follow you.

You are my hero. (yeah, thats right, kiss ass here)

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Janette Segura
 
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Post » Sat May 28, 2011 10:24 am

I like Gamebryo and I love Oblivion, so if TES V used Gamebryo, I would love TES V. Gamebryo doesn't seem obsolete to me, but why do people say it is?
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Monika
 
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Post » Fri May 27, 2011 6:59 pm

I like Gamebryo and I love Oblivion, so if TES V used Gamebryo, I would love TES V. Gamebryo doesn't seem obsolete to me, but why do people say it is?

MW has amazing graphics for its time, OB too, why not TESV when/if it comes out?

Gamebryo isnt obsolete, sure the one OB and FO3 are on is, but they wont use that same one for a TESV.

I know nif files and how to use them, I'd rather not have to relearn how to use a different format if they do change over... Im sure it similar case there, the Devs KNOW gamebryo, why switch over as has been said. They can use this system to its max potential, if they move over, they will need a LOT of time maybe a few game releases to really fully learn the new engine.

All the things that can be implemented may very well be by the time a TESV does/if it comes out. Look at MW and OB, top of the line, why should TESV be any different? Im sure they'll improve Havok and and some really cool features, if they leave something out like the rain through roofs thing, im sure they will have a reason for it as well, like as said, performance.
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Jessie Butterfield
 
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