skyrim remaster could have more content,no?

Post » Fri Jul 15, 2016 5:02 pm

Yeah, I understood that. That's why I said "Bethesda is forced to create separate world-spaces to accommodate weak hardware like consoles."



The problem is that when you have one world-space, with a lot of AI going on, a low-power CPU gets quickly swamped, and you'll get intolerable lag. So they break it up into separate world-spaces, and limit the number of NPCs in each world-space. And, even then, I'm betting you see some lag in certain locations.

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Aliish Sheldonn
 
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Post » Fri Jul 15, 2016 11:14 pm

Somehow, in the witcher 3 CDProject Red managed to make extremely large areas, merged with smaller areas in a seamless way, with an incredible amount of npcs and detail. I've played it on ps4, that has limited hardware and calculation power, and the game runs extremely smooth. Fallout 4 has much less detail, much less npcs, and it's fragmented in an embarassing amount of smaller areas (have you seen the doctor's cellar in Diamond city? It's a damn hole with a table a chair and some junk, nobody inside! And it is in a separate instance!). I can understand Skyrim limitations. It had to run on ps3 and xbox 360. Fallout 4 is a shame. I hope sincerely that at bethesda are taking their time to develop a new, serious engine for ES VI; an engine capable of doing what has already been done by other people! I'm not asking for a miracle!

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Melis Hristina
 
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Post » Sat Jul 16, 2016 12:19 am


The game world in Witcher 3 is nowhere as complex as Skyrim or Fallout 4. Most items if not all in Withcer 3 are Static which does not need as much CPU or even GPU to handle the processing. There are static items in TES/FO games but Bethesda likes to limit those as much as possible. I love moving boxes and then seeing the items drop out and then picking it up and maybe even throwing them. You can not do that in the Witcher 3. Witcher 3 has a better looking game world but it is lacking in interactivity with the game world.



Bethesda could do it with everything in one world and with better graphics and still keep their interactivity but then you would likely need a NASA Super Computer and even then it might get bogged down. Maybe that is what Bethesda is waiting for before working on it.



No other game engine can do what the current game engine does. Even if they used a new game engine it would likely wind up being the same engine they are using now since they like to have interactive objects in the game world using physics and they do not want to use bodies that fade out of existence like a Jedi Master after he dies and just leaves a loot bag.

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.X chantelle .x Smith
 
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Post » Sat Jul 16, 2016 6:57 am

In The Witcher 3: Wild Hunt if you watched that one 2013 or 2014 YouTube video of Geralt of Rivia using the Aard spell in a house in Novigrad you can see ALL of the items are dynamic.



The apple, the book, the chair, the table, everything blown in the wind moved and fell.



Why did CD Projekt RED end up making most of the items to be static after they released The Witcher 3: Wild Hunt for sale? I don't know.



CD Projekt RED is working on making REDengine 3 and Cyberpunk 2077 to have all items in front of your Player Characters (PC's) face pickup able though. Or so lets hope they keep their promise.

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Gemma Flanagan
 
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Post » Sat Jul 16, 2016 5:51 am


They did not keep that since the game would likely run at 10 FPS on the consoles if they kept the graphics and no loading screens especially if the AI capable of picking up items on their own like in Fallout games. How many times have you taken down one of the deadly raiders that have a minigun/missile launcher/Fatman to then have a raider pick it up and then take you out. That type of AI can take quite a bit of CPU horse power as well as a greater chance for a glitch to happen. The Witcher 3 is already pushing the limits of the PS4 and Xbox One at 30 FPS 1080p. The Xbox One is quite often not even running at 1080p when it drops below 30FPS.

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noa zarfati
 
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Post » Fri Jul 15, 2016 9:21 pm


Again, it is not an engine issue. Everything The Witcher accomplished can also be done in the Creation engine. Bethesda, for whatever reasons, decided not to do it. It is just that simple.

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Krista Belle Davis
 
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Post » Sat Jul 16, 2016 5:00 am


To add to this, even if they did decide to use a new engine they would still have to rewrite it to serve their unique needs. They might as well save themselves the licencing expense and time involved and just rewrite the engine they have. The Netimmerse/Gamebryo/Creation engine is extremely well suited to the type of non-linear, open-world, highly-interactive games Bethesda makes.



Is it perfect? No. Could it be improved? Yes. But it certainly suits Bethesda's purposes better than any other game engine they could license.

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Michelle Chau
 
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Post » Fri Jul 15, 2016 11:23 pm







A new engine would be a fresh start. Stretching and recycling forever the Fallout 3, NV, Skyrim, Fallout 4 engine in my humble opinion is beyond any good sense. Todd Howard said in an E3 inteview that ES VI is very very far away in time, so my hope is the devs are going to rewrite a new one. If you all are so much in love with this one, so be it. It's your opinion and I respect that, but I'll stick to mine.

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Rachel Eloise Getoutofmyface
 
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Post » Fri Jul 15, 2016 10:01 pm

I'd say with utmost certainty that no nore content will be added, but a huge portion of us here, me included, said the same thing about Skyrim's remaster, and look what happened. So I'm no longer 100% sure about anything anymore. :P
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Betsy Humpledink
 
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