» Fri Feb 18, 2011 10:06 pm
Hi there, I'm a game developer myself ( http://hardcodex.com/ ), so I hope it lends some weight to my words.
First of all, if we're talking about a company that's doing a series of games, there's no such thing as a "brand new" engine, in the sense that no one would be stupid enough to throw a massive amount of man hours into the trash bin just to get a "fresh start". If you look at the id Tech engine progression (Quake - Quake 2 - Quake 3 - Doom 3), each step represents a modification of the previous one (it's pretty safe to make such conclusions since the full source code for Quakes and roughly half of the source code for Doom 3 is publicly available). In some cases, when modifications had been significant (e.g., Quake 2 vs. Quake 3), the next engine was labeled as a "new" one; in the case of Quake vs. Quake 2 transition, they both represent the same "id Tech 2" generation, because Q2 was basically Q1 retrofitted with colored lightmaps. Still, even we take a look at Q2 vs. Q3, the next engine was obviously based on the previous one.
Consider this as well: if you're developing an engine completely from scratch, your level design team will be sitting idle for most of the first phase of development.
So, to reiterate that: any engine Bethesda is working on is most likely a modification of Gamebryo as it was seen in Fallout 3; however, since they're giving it a new name, updates to it must be significant/are seen as such by Bethesda (I hope you can catch the slight difference here).
However, these updates will mostly touch the overall world structure, AI and general NPC behavior etc. In terms of graphics, don't expect Skyrim to be revolutionary, simply because no revolutionary effects/techniques have been developed in the meantime. CG is very much like contemporary science in this respect: once someone develops something new, they try to get out a paper as soon as they can to "stake their claim". Once Carmack developed Megatexture tech, the news was out, even before any games using it were released; immediately after developing & testing their SSAO method, Crytek issued a paper on the subject.
However, there are some visual features you can expect from Skyrim:
- most likely, they will update to the current version of SpeedTree ( http://www.speedtree.com ) which they've been using for rendering trees & vegetation, so you can expect more realistic & detailed things in this department;
- overall, the level of detail will definitely increase;
- from what I can gather from the screenshots, they'll use dynamic shadows for omnidirectional light sources (lamps, candelabra etc.) and hopefully for directional sources as well (sun, moons); however, the latter needs to be verified;
- most likely, they'll get you ambient shadows as well, using the aforementioned Crytek's SSAO tech ( http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusion );
- a pure speculation here, but I really hope they'll develop a more diverse landscape model, as opposed to Oblivion's rather "flat" one.
Also, you can expect Skyrim to have a different "look and feel" (a more bleak one for sure), meaning they'll tweak the HDR parameters, possibly reduce specular effect to make it less "shiny" etc.