"The consoles can't handle it!"

Post » Sun Jun 20, 2010 7:58 am

Why is it just consoles that are blamed for restrictions? I'd say 20% of PC gamers dont have spec any higher than a console also. Not everyone wants to spend a lot of money just to play games.


The thing is, settings can be turned down. If you're building your game primarily for consoles, then often developers won't go any higher. Crysis, graphically, could scale well enough to run a small map on consoles - but that by no means stopped the settings from going higher than "Low".
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Dan Stevens
 
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Post » Sat Jun 19, 2010 4:47 pm

Agree with OP, this is all crap. Consoles can handle it, so long as the information is game data is organized in the right and most efficient way. Rockstar knows how to do it, so do lots of other developers. I think Bethesda is doing everything they intended to do with the game, REGARDLESS of which platform it is being produced for.



Do you think they would have open cities if they werent doing it for xbox too? No. Why? Bethesda doesnt do open cities and X number of other things. Its not like they decided not to make a new game engine because of the 360. The 360 brought in a lot of money for the company that they wouldnt otherwise have to make Skyrim in the first place.


People underestimate the potential of the consoles, I think many people here are speaking out of ignorance.
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Joe Alvarado
 
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Post » Sun Jun 20, 2010 2:58 am

So, should a newer and better console be developed and come out soon?
...Have current consoles not reached their full potential use yet, or have we reached a ceiling we are all content with?
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Dewayne Quattlebaum
 
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Post » Sun Jun 20, 2010 2:34 am

Agree with OP, this is all crap. Consoles can handle it, so long as the information is game data is organized in the right and most efficient way. Rockstar knows how to do it, so do lots of other developers. I think Bethesda is doing everything they intended to do with the game, REGARDLESS of which platform it is being produced for.



Do you think they would have open cities if they werent doing it for xbox too? No. Why? Bethesda doesnt do open cities and X number of other things. Its not like they decided not to make a new game engine because of the 360. The 360 brought in a lot of money for the company that they wouldnt otherwise have to make Skyrim in the first place.


People underestimate the potential of the consoles, I think many people here are speaking out of ignorance.


OK, I feel I have the time and the effort to explain this all.

The first thing we have to consider is the Oblivion was moved to the 360 very late in it's development cycle (I think something like 6 months before release). So, the engine is very very, and i mean very unoptimized, even for the PC. The 360 was completely new, so they didn't have time to get used to it. RDR and Just Cause 2 came out at least 4 years after (I haven't counted or checked this) the consoles had been out; the developers have had a lot of time to play with making games for it.

Secondly, there is absolutely no http://en.wikipedia.org/wiki/Hidden_surface_determination (which basically only renders what the player can see), which would (probably) easily allow there to be open cities. Well, provided the engine was optimized. Not to mention the fact that all of these meshes were http://sites.google.com/site/oblivionpoinfo/optimization/pyffi), and had a high poly count. The next thing we need to consider is that nearly all the objects had collision, as in they could be picked up and thrown about. This sort of thing is very taxing on the GPU, which slows things down a lot. So adding all of this together, and the fact the game had to still render the rest of the outside world (in the closed cities if you go outside the land is blank with rubbish textures and no wildlife etc,you can see it doesn't bode well. Let's not forget all the high poly NPCs and armour and weapons etc.

Now, if we move onto the CPU. This has to keep track of all the NPCs going about on their day to day business, and if hostile NPCs and creates could run into the town willy nilly, things would slow to a crawl. This is because the AI of Oblivion is very resource hungry (because it does a lot of stuff). Just Cause 2 does not have NPCs with schedules, that go about their daily business in a routine, and do other such stuff. Combat AI is even more taxing than the routine AI that would normally happen. Please note the reason why combat in cities in vanilla oblivion doesn't slow down is because there are not the extra NPCs/creatures from the wild that have just rampaged their way into the city. So this would tax the CPU too much, causing things again to slow down (even if the GPU wasn't suffering from all those polys; they are seperate and one will bottleneck the other, so if one is taxed too much, the whole things slows down).

So, the summation of all of the above features will one way or another cause a slow down.

The optimisation of software (the game engines etc.) has developed considerably since Oblivion, which is why consoles can do so much now, even after being 6 years old. So Skyrim should be able to have open cities, if BGS chooses to go that way and invests sufficient resources into it.

So, that pretty much answers it. Consoles are holding back games with their aging hardware, but the evolution (and considerable investment) in the software that runs on them will prolong their life for a few more years.


OK??
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tegan fiamengo
 
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Post » Sat Jun 19, 2010 9:18 pm

The term "dumbed down" isn't really accurate, but making a game primarily for consoles does come with some losses - most importantly, the number of buttons you can effectively use.
For example, Crysis 2, being a cross-platform game, has lost free leaning and lying prone, two things many PC gamers used to take for granted, but due to the fewer buttons on console controllers there's simply no room. The game hasn't been dumbed down, in that it's made for less intelligent people (Because a game where driving a jeep through a house, then blowing it up, was a viable combat strategy was never going to be built for intellectuals), rather it's made for less flexible control schemes.

@SURPLUS_NINJA: The clock speed of a processor alone doesn't tell you anything about it, as it says nothing about how many instructions a processor can complete in one cycle, or many other important statistics. Processors now are much more efficient than they were 6 years ago, where a 6 year old 3GHz processor will be blown out of the water by, say, a 1.4GHz i3. Processing power is insanely more powerful than it used to be.

Lack of buttons causing lack of functionality is a real serious issue I missed beeing able to take better cover in Fallout 3, why not a take cover button where your character finds the best cover at his position while still being able to see the target?
Anyway always hated only 8 shortcut buttons in Oblivion is a pain for a mage who use different spells on different enemies and tactical situations.
However Oblivion was not dumbed down from Morrowind with the exception of the quest compass. Yes many features like cast on use enchanted items, spears, throwing weapons and crossbows was removed but this was done to remove exploits and reduce the number of animations.
Oblivion is less forgiving for novice players than Morrowind as it get harder then you reach higher levels, no problem playing Morrowind at level 25 with a gimped character.

And yes good point about the clock speed, core2/ I series cpu's does almost twice as much as pentium 4 each clock cycle for each core.
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Cayal
 
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Post » Sun Jun 20, 2010 1:16 am

OK??


i dont think they'll ever get it; it's the same thing with the 64 players for pc and 24 for console issue on BF3.

Well MAG can do it.
*explain technology behind BF3 and sony/microsoft bandwidth caps*

response.....

Well Frontlines can do it.


/facepalm.
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Cody Banks
 
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Post » Sun Jun 20, 2010 3:29 am

i dont think they'll ever get it; it's the same thing with the 64 players for pc and 24 for console issue on BF3.

Well MAG can do it.
*explain technology behind BF3 and sony/microsoft bandwidth caps*

response.....

Well Frontlines can do it.


/facepalm.


Lol, brilliant :D
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Aman Bhattal
 
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Post » Sun Jun 20, 2010 1:23 am

I think people main complaints aren't the fact it's closed off by walls, more the fact that it's in a separate worldspace. Therefore that means no levitation etc. etc. And no loading, which people seem to care about a lot :D


yes, i understand this. I just don't see how they could do it ant other way, with everything the game has to keep track of. The time it takes to load svcks, but the creators can only do so much to change that. I'd rather have it take longer to load, than for it to be like a lot of other games I've played, where there is less loading but also less content.
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Nicole M
 
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Post » Sun Jun 20, 2010 12:42 am

It was proven with Morrowind and Oblivion that consoles CAN play TES games. Think about it here, the game mechanics that truly run the game will be pretty identical to the old code they used on Oblivion. It might be a simpler, more advanced, better working code but everyone who makes a good game like Rockstar, Bungie, Unreal, obsidian and all the rest use 90% of the same code in ALL of their games. The biggest change to the game is going to be the graphics and we have had many games come out on consoles that look just as amazing as Skyrim will. They say it will be top of the art, and it might just well be, but every video game has claimed that and many of them still played on the xbox and ps3. So no I don't think they are holding the game back because they are making in on consoles.
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Steph
 
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Post » Sat Jun 19, 2010 10:48 pm

It was proven with Morrowind and Oblivion that consoles CAN play TES games. Think about it here, the game mechanics that truly run the game will be pretty identical to the old code they used on Oblivion. It might be a simpler, more advanced, better working code but everyone who makes a good game like Rockstar, Bungie, Unreal, obsidian and all the rest use 90% of the same code in ALL of their games. The biggest change to the game is going to be the graphics and we have had many games come out on consoles that look just as amazing as Skyrim will. They say it will be top of the art, and it might just well be, but every video game has claimed that and many of them still played on the xbox and ps3. So no I don't think they are holding the game back because they are making in on consoles.


:|

You literally have no idea what you're talking about. Not to be insulting, but you really don't. The code used for Oblivion was pretty shoddy. New code is what keeps the consoles alive, and the fact the graphics are pretty good as it is. Nothing will change the fact that PCs have moved on by 6 years, and you just can't make a game for consoles that has the minimum requirement of a PC that's better than the consoles. So yes, they are holding games back.

EDIT:

@Lady Syl

Read my above post about why Oblivion was closed cities.
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Shae Munro
 
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Post » Sun Jun 20, 2010 1:29 am

I've heard countless times how there won't be open cities because the consoles can't handle it. People say that TES is limited by the consoles.

Really?

Maybe I'm completely wrong and shouldn't be posting this, but what about RDR? The map was 71 square kilometers, and Just Cause 2 had a map that was over 100 square kilometers. Both worked completely fine on the consoles.

Now, I know that the PC has many technical advantages over the console, but I think the consoles are underestimated. Things work smoother on the PC, the PC can do things the consoles can't, but I don't think they're really holding TES back.


It's not the size of the world that matters. The world will be rendered as you run along. I'm not sure who said you can't have open cities because the console can't handle it but you can't have open buildings in a city, the console can't handle it. There are THOUSANDS of individual objects with their own physics to load all at the same time when you walk into a city that is completely open. RDR and Just Cause 2 did not have this issue. If you want to eliminate separate cells then we have to lose our common objects in the world that makes TES so unique, I for one am not up for that. Maybe next generation the consoles and the average computer will be able to handle such a rendering load but as of now, only the high end gaming rigs can render all the objects in a city at once without issue.
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Cash n Class
 
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Post » Sun Jun 20, 2010 6:05 am

Question: I know that PCs have graphics sliders (only from being on these boards, I'm a console gamer myself) - does having the game on the lowest possible setting make the game look worse than it would on a console? Or is it still better, or about the same?
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Ann Church
 
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Post » Sun Jun 20, 2010 1:40 am

Question: I know that PCs have graphics sliders (only from being on these boards, I'm a console gamer myself) - does having the game on the lowest possible setting make the game look worse than it would on a console? Or is it still better, or about the same?


It can go worse than consoles.

http://www.youtube.com/watch?v=JDUcy2IkyQM&feature=related
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STEVI INQUE
 
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Post » Sun Jun 20, 2010 2:19 am

Pure map size has nothing to do with it, map size is simply a matter of space. Things like open cities and such that the consoles can't do will however hold the PC version back. Sure the PC version will get better textures and shaders but who cares really? The improvements that would count can't be done on consoles and Bethesda isn't going to bother to do it for just 1 platform so yes the consoles do hold PC back.


You guys also have a construction kit to change anything and everything you want, hell you can completely convert the game into something of your own making. This is why I don't get why the PC Nazis are always [censored]ing about consoles holding back the games.
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Chris Cross Cabaret Man
 
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Post » Sat Jun 19, 2010 9:03 pm

You guys also have a construction kit to change anything and everything you want, hell you can completely convert the game into something of your own making. This is why I don't get why the PC Nazis are always [censored]ing about consoles holding back the games.


I'm not moaning about it. It's just a fact. No amount of moaning or flaming will change that. Just live with it and move on.
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KIng James
 
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Post » Sat Jun 19, 2010 11:57 pm

Question: I know that PCs have graphics sliders (only from being on these boards, I'm a console gamer myself) - does having the game on the lowest possible setting make the game look worse than it would on a console? Or is it still better, or about the same?


Well not really sliders. Most games have quality selections from a drop down menu though there are usually sliders for draw distance and stuff like that. Lowest setting on the PC is less good looking than the console.
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Justin Hankins
 
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Post » Sun Jun 20, 2010 12:06 am

:|

You literally have no idea what you're talking about. Not to be insulting, but you really don't. The code used for Oblivion was pretty shoddy. New code is what keeps the consoles alive, and the fact the graphics are pretty good as it is. Nothing will change the fact that PCs have moved on by 6 years, and you just can't make a game for consoles that has the minimum requirement of a PC that's better than the consoles. So yes, they are holding games back.

EDIT:

@Lady Syl

Read my above post about why Oblivion was closed cities.


I have worked in the gaming industry for years, have had my fair jobs as a world designer and level editor, I have also done my fair work on game engines and coding. Look at games like Neverwinter nights 1, Neverwinter nights 2, then look at their games like Knights of the old republic, Mass Effect, Jade Empire. They are all using the same code, and anyone with a brain can point out similarities between the two. Evolution of game engines is what drives the gaming industry. No one ever, and I mean EVER takes their old engine and tosses it out the window and starts scratch. Sorry if that is what you believe. Unreal is testimonial to this. Every time a company makes a new game they take their old code and improve it, they make better code out of their old code, their code evolves.

I am sorry but only a [censored] could make a game using a engine that not only pushes computers to their max, and admit it 90% of you had to buy new computers just to play oblivion you dirty litter liers, while it could still play on the consoles and not be able to make a game based off of the same code and not pull the same feat again. You would have to be a total [censored] to not know how you did what you did the last time.
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Christine
 
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Post » Sat Jun 19, 2010 6:52 pm

The problem is orders of magnitude more complex, and dumping them all into the same worldspace where it's easy for complex actions to take place even without the player necessarily being anywhere near is a bad idea.


None of that matters. Whether the worldspace is separated or all together, the game has to keep track of all of that stuff all the time anyway. The only things that are being tracked in high-level AI are the things within a 2 cell radius of the player. Step outside that and it's all just kept in tables and updates less frequently. Dead NPCs don't even need that much, they're just dead with position data in a table somewhere.

The idea that open cities vs closed cities makes all the difference is simply ludicrous on its face.
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Bryanna Vacchiano
 
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Post » Sun Jun 20, 2010 6:39 am

It can go worse than consoles.

http://www.youtube.com/watch?v=JDUcy2IkyQM&feature=related


:blink: Wow. It didn't even look like NPCs were in the lowest version. Would that lowest setting only be needed on the most ancient of PCs? I imagine it would svck hard if that was the only standard available (or one not much better) for PCs which weren't built specifically for gaming enthusiasts. So would someone on your typical "family PC" (as they seem to be described on PC sites) end up with something like that, or would it be much better?
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Eddie Howe
 
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Post » Sat Jun 19, 2010 11:33 pm

I have worked in the gaming industry for years, have had my fair jobs as a world designer and level editor, I have also done my fair work on game engines and coding. Look at games like Neverwinter nights 1, Neverwinter nights 2, then look at their games like Knights of the old republic, Mass Effect, Jade Empire. They are all using the same code, and anyone with a brain can point out similarities between the two. Evolution of game engines is what drives the gaming industry. No one ever, and I mean EVER takes their old engine and tosses it out the window and starts scratch. Sorry if that is what you believe. Unreal is testimonial to this. Every time a company makes a new game they take their old code and improve it, they make better code out of their old code, their code evolves.

I am sorry but only a [censored] could make a game using a engine that not only pushes computers to their max, and admit it 90% of you had to buy new computers just to play oblivion you dirty litter liers, while it could still play on the consoles and not be able to make a game based off of the same code and not pull the same feat again. You would have to be a total [censored] to not know how you did what you did the last time.


I'm not denying the fact that the reuse their old code. Of course they do. I don't know of any sector in the entire world that starts from scratch when it wants to make a new product.

The biggest change to the game is going to be the graphics and we have had many games come out on consoles that look just as amazing as Skyrim will. They say it will be top of the art, and it might just well be, but every video game has claimed that and many of them still played on the xbox and ps3. So no I don't think they are holding the game back because they are making in on consoles.


The point is that if the consoles had the specs of a high end PC of todays standards, then the games would be a hell of a lot better. The reason why we are stuck with the engines we have now is because they work for the current hardware. When the next consoles come out, new engines will be developed (or improved). The evolution of games is driven by the fact new hardware allows us to make better engines and graphics. People at AMD and Nvidia aren't sitting there going "So we've got this really fancy game engine that's just come out, so we need to make a GPU so that it can work. Because are current ones just can't cut it."

It's the game developers going "Cool, we got new hardware, how far can we push it??"
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Nikki Morse
 
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Post » Sat Jun 19, 2010 7:56 pm

I have worked in the gaming industry for years, have had my fair jobs as a world designer and level editor, I have also done my fair work on game engines and coding. Look at games like Neverwinter nights 1, Neverwinter nights 2, then look at their games like Knights of the old republic, Mass Effect, Jade Empire. They are all using the same code, and anyone with a brain can point out similarities between the two. Evolution of game engines is what drives the gaming industry. No one ever, and I mean EVER takes their old engine and tosses it out the window and starts scratch. Sorry if that is what you believe. Unreal is testimonial to this. Every time a company makes a new game they take their old code and improve it, they make better code out of their old code, their code evolves.


If you worked in the VGI like me (I'm guessing Ali too because he is well versed in game design) then you would know that Gamebryo is a leased game engine. They can't build the new engine with Gamebryo as the base because that would be copyright infringement. This new engine was built from scratch. They can't just pick apart Gambryo and make their own engine on top of it... However they still may be using their old archiving, which I thought was pretty quick at retrieving game objects.
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ruCkii
 
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Post » Sun Jun 20, 2010 9:47 am

If you worked in the VGI like me (I'm guessing Ali too because he is well versed in game design) then you would know that Gamebryo is a leased game engine. They can't build the new engine with Gamebryo as the base because that would be copyright infringement. This new engine was built from scratch. They can't just pick apart Gambryo and make their own engine on top of it...


I'm actually an engineering student :D. I'm just awesome :P

EDIT:

Sigging this :P

EDIT 2:

It doesn't fit :(
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Matt Fletcher
 
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Post » Sat Jun 19, 2010 8:55 pm

The main reasons cities were not open in Oblivion were these:

1. They got rid of levitation
- They also got rid of levitation because the cities were not open. The got rid of levitation so that mages would not be overpowered and because very few enemies fly in Cyrodiil. Maybe we will see it back in Skyrim, as there are plenty of flying creatures.
2. NPCs cluttered cities quite a bit.
- The barrels, doors etc. barely did anything to the FPS, but NPC AI was very taxing in Oblivion. They have already said the AI is much better, and more streamlined in Skyrim
3. Distant LOD
- When you are inside of a city, all you can see outside is the base landscape. Distant LOD is very taxing, especially around heavy AI areas. Cities are in their own world so that people with less RAM on computers or with the extremely limited amount of RAM on the consoles don't have huge FPS drops when a lot of NPCs are nearby.

Do not hate on consoles, they really are not that far behind. I have a top of the line computer, and to tell the truth, the Xbox 360 and PS3 are pretty close, except for ONE thing. Memory. If Microsoft and Sony decided to sell a newer version of their consoles with more RAM in them, the consoles would be much less limited. The video cards, power supply, motherboard, and processor in these consoles are actually quite good, but they can not run very fast because of the lack of memory. They would not need much more RAM either, most games for the PC only use 2 Gb, sometimes 3, whereas you can get 12 Gb. The reason they did not have much RAM was because it WAS expensive. Now, that is not the case, RAM is much cheaper. You can get 2 Gb of computer RAM for around 30-40 USD($). The same thing a few years ago would have run you ~100 USD($). Do you want to know how much memory these consoles have? 512Mb each, with 258 in the processor in the PS3, and only 258 as actual RAM. How Does that compare? Xbox 360=512MB=1/2Gb(1/4 of what could be there for 30-40 USD) PS3= 258Mb+258Mb=1/2Gb(1/4 of what could be there for 30-40 USD).

RAM is the biggest factor separating your console from a computer. If you don't know what RAM is, it is a small card connected to your motherboard (main piece of computer), that stores everything that happens in the console until the processor can process it. RAM has to be able to store a lot for you to be able to load a lot.

Loading a lot is exactly what needs to happen for you to have an open cities system. NPC AI + Landscape LOD= Very taxing on RAM.
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Nims
 
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Post » Sun Jun 20, 2010 4:42 am

If you worked in the VGI like me (I'm guessing Ali too because he is well versed in game design) then you would know that Gamebryo is a leased game engine. They can't build the new engine with Gamebryo as the base because that would be copyright infringement. This new engine was built from scratch. They can't just pick apart Gambryo and make their own engine on top of it... However they still may be using their old archiving, which I thought was pretty quick at retrieving game objects.

In the grand scheme of things, Gamebryo is an extremely small part of the Oblivion code. The cell system, the AI system and a whole lot of things are stuff that Bethesda written themselves, and will no doubt be reused and improved upon in Skyrim.
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Lalla Vu
 
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Post » Sun Jun 20, 2010 5:34 am

Everyone blames the engine... The engine was awesome when Oblivion first came out. It was also designed with a console that had not been released in mind. Everything ages, but for its time it was a huge step forward.

Skyrim's engine will likely feel awesome when it comes out, but extremely flawed once it has been out as long a s Oblivion has right now, as is the way it works with most games.
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D LOpez
 
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