Is the "Creation Engine" actually a new engine at al

Post » Fri Feb 18, 2011 10:37 pm

I don't know how many times it's been said here already, but yes, it is a BRAND NEW engine. :)

From the GI article:
"Comprised of a complete reworking of the Gamebryo framework" - That is a new engine, based on the GameBryo Engine...
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Heather beauchamp
 
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Post » Sat Feb 19, 2011 9:24 am

Oh, I give up...

All I'm saying is that if Skyrim crashes every 20 minutes like MW and OB, I'm done with TES.
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Leonie Connor
 
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Post » Fri Feb 18, 2011 9:30 pm

Just wondering, from what I am reading, and what I am seeing, the "Creation Engine" for all intents appears to be a moderately modified Gamebryo engine. Has it actually be confirmed that this is a a brand new engine? I have had experience working with Unreal, Source, Cryengine and NWN, and I can honestly say that the statements about the map being divided into cells just like oblivion, having almost the same map size and cell size as oblivion, the overall appearance and details like houses still being in seperate cells to me all points to it being pretty much the same engine. For those who have experienced working with other engines you might agree these details do seem to point to it being the same engine...

The reason I am curious is I intend to mod and details like these are useful, and I also am curious from a technical standpoint since I felt Gamebryo was rather garbage.

Bethesda is lieing to you, it's all a conspiracy.
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Laura Simmonds
 
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Post » Sat Feb 19, 2011 8:14 am

If there is no such thing as "new engine" then where did the first one come from?
And why are there so many different engines?
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Taylor Thompson
 
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Post » Fri Feb 18, 2011 7:14 pm

Calling the Creation Engine an "Updated/Modified Gamebryo Engine" is like calling a Jaguar XF an "Updated/Modified Ford Model T"
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Rachael Williams
 
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Post » Sat Feb 19, 2011 3:48 am

I'm sort of relieved they heavily modified Gamebryo instead of making an all-new engine.

An all-new engine means all-new problems. Gamebryo is quite solid, all they have to do is iron out problems like:

-Objects getting squished into scenery and spazzing out
-Things falling through scenery
-Every single face looking ugly
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Dan Scott
 
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Post » Sat Feb 19, 2011 4:16 am

I'm sort of relieved they heavily modified Gamebryo instead of making an all-new engine.

An all-new engine means all-new problems. Gamebryo is quite solid, all they have to do is iron out problems like:

-Objects getting squished into scenery and spazzing out
-Things falling through scenery
-Every single face looking ugly


Well, then I guess you're a little sad to learn that they made a new engine? :P
Yes, it is (heavily) based on Gamebryo, but it's not updated from it...
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Andrew
 
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Post » Sat Feb 19, 2011 8:37 am

Developers/coders/programmers never like to just throw away code. There's going to be some bare bones framework of Gamebryo, but that's about it. I wouldn't gather more than 10% of the entire engine being backed by Gamebryo.

Either way you look at it, it's still a new engine.
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cutiecute
 
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Post » Sat Feb 19, 2011 3:49 am

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.


I don't mean to be funny.But in the last part of your post you say things like:
Most likely or from what you can gather ( in my eyes meaning ) you quessing/speculating etc ( not 100% sure ).
How does that lend weight exactly?
"overall.the level, of detail will definitely increase" I think 90% of us could have quessed that.
No offense,but i would like the information from the horses mouth.
Just my opinion.
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Samantha Pattison
 
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Post » Sat Feb 19, 2011 1:50 am

Ok, let me add some clarity here. Bethesda started MW using a proprietary engine constructed from various middle ware all found in the Gamebryo kit. The Gamebryo middle ware kit has a renderer and game file formats(those belong to Gamebryo) and a host of 3rd party middle ware such as Havok and Speedtree.

How Bethesda puts those components together is solely their creation(as is the CK) and the only thing that makes it a "Gamebryo" engine is the presence of the Gamebryo renderer. All the other middle ware can be licensed directly from their creators.

Over the years Bethesda has built their own versions of most of the middle ware they had previously licensed. Once they built their own renderer they can then call the engine their own at last regardless of still licensing some middle ware such as Havok Behavior and continuing to put the components together the same way as before.

I felt like this should be quoted mainly because no one seemed to notice it. And secondly http://twitter.com/nickbreckon/status/14015054991069184 and http://www.gamesas.com/index.php?/topic/1148218-new-engine/page__st__40__p__16786625#entry16786625

So yeah... Discussion over.
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Joe Bonney
 
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Post » Sat Feb 19, 2011 6:21 am

- 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.

- Already confirmed to be using their own tree builder. http://www.gamestar.de/_misc/images/original.cfm?pk=2198719, infinitely better than the SpeedTree 3/4 trees in Oblivion.
- There are very obvious sun shadows (http://www.gamereactor.se/media/59/elderscrolls5_235967b.jpg, http://www.gamestar.de/_misc/images/original.cfm?pk=2198720)
- There is no visual evidence for SSAO. I've had to hand-edit it into photos myself to show people what the effect would bring.
- I think http://www.gamestar.de/_misc/images/original.cfm?pk=2198717. :)

I don't mean to be funny.But in the last part of your post you say things like:Most likely or from what you can gather ( in my eyes meaning ) you quessing/speculating etc ( not 100% sure ).How does that lend weight exactly?"overall.the level, of detail will definitely increase" I think 90% of us could have quessed that.No offense,but i would like the information from the horses mouth.Just my opinion.

See above. He knows a lot about game engines (I know quite a bit myself) but he apparently hasn't read up enough on Skyrim itself for the speculation to mean much / be very accurate.
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Sammygirl500
 
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Post » Fri Feb 18, 2011 7:59 pm

Hey Guyz,

IDTech5 is STILL IDTech

http://cynicwithagamepad.files.wordpress.com/2008/09/doom1_01.jpg

http://www.blogcdn.com/news.bigdownload.com/media/2010/05/ragemay300002.jpg
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Ana
 
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Post » Sat Feb 19, 2011 7:43 am

- Already confirmed to be using their own tree builder. http://www.gamestar.de/_misc/images/original.cfm?pk=2198719, infinitely better than the SpeedTree 3/4 trees in Oblivion.
- There are very obvious sun shadows (http://www.gamereactor.se/media/59/elderscrolls5_235967b.jpg, http://www.gamestar.de/_misc/images/original.cfm?pk=2198720)
- There is no visual evidence for SSAO. I've had to hand-edit it into photos myself to show people what the effect would bring.
- I think http://www.gamestar.de/_misc/images/original.cfm?pk=2198717. :)


See above. He knows a lot about game engines (I know quite a bit myself) but he apparently hasn't read up enough on Skyrim itself for the speculation to mean much / be very accurate.


He may know about engines etc,and i don't.
But what you typed in your last sentance ( still states ) that it doesn't lend weight.
Just my view.
Besides,outlanders post with worms quote sums it up really.
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Rebecca Dosch
 
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Post » Sat Feb 19, 2011 3:31 am

I don't care what's its name,I only hope the game won't crash randomly like Oblivion and Fallout 3,and that it will be somewhat easier to mod with.
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Chloe Mayo
 
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Post » Sat Feb 19, 2011 3:44 am

Forget DX11 support, Console doesn t have it. and Bethesda is a Console company porting to PC, so no DX 11 until next console generation.
And i forgot, unless the do an entire interface for PC, expect no mouse programation for more modern mouses and limited keyboard programation as well.


Troll detected; Loads of console ports have DX11 support. You would think as a future proof method the game would ship with even a light amount of DX11 effects that we can go on and modify.
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Lillian Cawfield
 
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Post » Sat Feb 19, 2011 3:39 am

Just wondering, from what I am reading, and what I am seeing, the "Creation Engine" for all intents appears to be a moderately modified Gamebryo engine. Has it actually be confirmed that this is a a brand new engine? I have had experience working with Unreal, Source, Cryengine and NWN, and I can honestly say that the statements about the map being divided into cells just like oblivion, having almost the same map size and cell size as oblivion, the overall appearance and details like houses still being in seperate cells to me all points to it being pretty much the same engine. For those who have experienced working with other engines you might agree these details do seem to point to it being the same engine...

The reason I am curious is I intend to mod and details like these are useful, and I also am curious from a technical standpoint since I felt Gamebryo was rather garbage.


Same cell size and map size is not unique to any single engine, that is a parameter set by the developer, not the engine in most cases. This is a BRAND NEW ENGINE. It has nothing to do with gamebryo. If you really had any experience in game development, then you would know that your comparing the 360 version of Skyrim with the PC version of Oblivion, which look about the same, with 360 skyrim winning out by a bit. When the console graphics is an improvement over the PC graphics in the previous game, that's a good thing. Also, the engine doesn't dictate the overall quality of the textures, it depends at what resolution the textures are rendered, which on the console, won't be high due to old hardware. You have to take the look of the consoles and then scale that up many times and then you will have your true graphics, which if you can imagine, will be insane. Having separate cells isn't unique to gamebryo, it's a feature needed to keep from bogging down the system by having to load hundreds of objects and render each of their individual shadows at the same time, something that only the best computers can do without lagging terrible.

And i forgot, unless the do an entire interface for PC, expect no mouse programation for more modern mouses and limited keyboard programation as well.


Just because the game is being made on the console first then being ported to the PC doesn't mean it won't have PC exclusive features like DX11. In fact, Todd already said they are taking the time to work on the PC version itself to make high res textures for it and make it's own menu specifically for the PC. "Programation" isn't a word, so you obviously are just making up your information as you go also. Limited keyboard capabilities is just wrong, seeing as how it's the most compatible input device there is, seeing as how the console controller is basically a keyboard. All it is, is mapping commands to buttons, which is what the keyboard does best.
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Alisia Lisha
 
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Post » Sat Feb 19, 2011 6:55 am

if they replaced 90% of the gamebryo engine but kept the best 10%........whatever that might be? :rolleyes: ill count it as a new engine. im just happy they dont have that weird looking foliage anymore. talk about goofy looking.
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loste juliana
 
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