this setting moved to your video card settings.
not sure about radeon, but for a geforce, you can set vsync off globally or for any specific program
this setting moved to your video card settings.
not sure about radeon, but for a geforce, you can set vsync off globally or for any specific program
nif is nvidia for all i get. might be wrong though
As I recall, Bethesda ensured that FO3 would not run on Windows NT5, but would run on NT5.1
** I don't have any issue with Gamebryo, or their custom version of it; I remember thinking it would be perfect for FO3 when I first saw it in Oblivion. I know it has quirks, and bugs, but it seems good for how they use it.
*[Not to imply that I liked how they used it in FO3.]
"NIF" is NetImmerse file format. It was proprietary to the NetImmerse game engine, which evolved into Gamebryo, which evolved into the Creation Engine.
There are a several RTS titles, and at least one or two racing games I've seen that use Gamebryo. Nifskope supports modding many games that use Nif.
Sales and support will pretty much demand that the game work in windows 10, by the time they are done with the dlc 10 will be pretty common. Skyrim is still on the top ten game in Steam.
More so as it will probably not demand any changes, still vista kernel as you say.
alright, thx for clearing this up
(why's nif tool plugins etc on nvidia's site then?)
It's a place where gamers regularly go.
Aside from that rationale, I haven't a clue.
I"m not a modder, not a code monkey, so forgive me if this is a stupid question, but if the Creation Engine is truly a new engine, why does it have so many Gamebyro similarities? A lot of the same console commands work across the FO and TES games, they have the same small populations, the same small cell sizes (interior cells are split into small areas), etc. Honestly, it seems to me that once you strip the new paint, the engine is pretty much the same.
Because it is built OFF of the Gamebryo Engine. But the abilities of the Creation Engine have as much to do with the abilities of the Gamebryo Engine as a child does to an advlt.
It's like building a PC off the guts of an older PC. Say you keep the hard-drive and case, but swap out the RAM, mobo, GPU, processor, and Powersupply. That's basically what Bethesda has done with the Creation Engine, and why people get so annoyed at some gamers still referring to it as Gamebryo. Because it really isn't at this point.
Why does windows use *.exe files? is Windows 10 is actually dos with better graphic?
Simply because you evolve some standards and breaking them require other changes, It would be trivial to change console commands as in 3-4 hours work. Lets replace trc with JdaIaldsdys
The small population and cell sizes you can thank 360/ ps3 for as they hardly had memory. Morrowind hand open cities outside the capital. Oblivion and later demanded better graphic but not much more memory.
Its an cost of having persistent people and lots of junk you can pick up. Bonus is that you come back you see the same people. Yes you could obviously cut this part but that would have wider impact, and would not give smother animations .
My pc is more than 12 years old, non of the orginal parts are in it. Last was the old dvd player I replaced some years ago,
I still waiting for that amazing/breathtaking game-play feature that explains why the game doesn't look current gen. I was REALLY expecting seamless interior transitions (no load screens) or a spectacular vehicle system, neither which came to fruition.....so it MUST be something else right? Maybe the cities are like real cities, teaming with life and countless buildings (doubtful, it looked like Megaton 2.0 in the trailer). I'm HOPING for some kind of mega reveal to explain this level of lagging behind other open world games which Beth have never quite fallen to.
Witcher3 has a clear edge over Creation2 from what we've seen, but this game just dusts it into oblivion: https://www.youtube.com/watch?v=Fkg5UVTsKCE (Open world rpg).
They purchased a source code license to the Gamebryo engine. This allows them to make their own changes to it which they immediately do. They have been making changes to it ever since then. By now just about the only thing left of the original code is the program line:
main() {
There would be no reason to change the console commands. The code that executed the commands would change but not what you type to invoke the command. The also would add their own. They would either disable or delete the ones they don't need. The same thing would apply to file extensions and to a certain extent file formats.
Of course they do, the .kf format is still embedded in the NIF files.
The small populations are quality vs. quantity in design. Games with full on crowds like GTA or Assassin's Creed, those NPCs are incredibly basic and barely even qualify as characters. In Bethesda's games, every NPC has the same stats as the player, their own inventory and equipment, and complex AI that governs their schedule, combat, stealth detection, and interactions with the player and other NPCs. Even Skyrim's most basic NPCs like Nazeem are much more complex (and resource taxing) than the dozens of copypasta'd mooks that fill out populations in other games.
NPC complexity is also why they put cities in their own worldspace starting with Oblivion, and why they reduced the number of different armor pieces after Morrowind; we've seen at E3 that the latter is no longer a problem with the new gen of consoles, so maybe the former isn't either and we'll have open cities again.
And for interior cells themselves being loaded separately, that's part of Bethesda's workflow. Their worlds are modular; they make environments by piecing together several smaller pieces in different ways, from the heightmap and mountains in the exterior all the way down to table clutter. It's a lot easier for them (and for modders, and for DLC) to add new areas to the game en masse this way, and give each cell it's own data for lighting and post-processing and what have you.
What's changed in the engine isn't necessarily workflow, but what happens under the hood. IIRC they completely scrapped Gamebryo's renderer for something they built in-house; they also replaced the Speedtree middleware from Oblivion with their own in-house system for trees, and switched over to Papyrus to cover scripting. Then there's new systems like Radiant AI in Oblivion and Radiant Story in Skyrim, and I'll bet they'll call F4's "Hearthfire on steroids" system Radiant Something too.
Anyone else afraid that rain is going to clip through the roof again?
oh good thing.
its not so hard to apply it it, to code it, but it takes cpu recourses.
you create a box that is invisible to the player that is 'no rain box', and place it, and size it so as to fit a place like a tent for example, so rain doesn't fall in it.
but for them to be there, they need computing resources.
hope they use some of the additional cpu cycles the new consoles offer them for that.
Its not the same Creation Engine, its Creation Engine 2.
A newer updated version of the old one.
And we at least know 3 things about it:
That its 64bit.
That it has physically based lighting (That can make some surfaces to look quite good)
Plus, the dynamic lighting, which makes every 'light' to be an actual light source,meaning making things casting shadows.
It is? Do you have a source for that little tidbit?
It's one of the seven signs of the apocalypse, so, yeah, I'm afraid.