Do you think this will run on the same engine as Oblivion di

Post » Sat May 28, 2011 5:34 am

I'm glad they decided to get a new engine, not only was the old one showing it's age, it was just lack luster in alot of areas (particularly animation). I can't wait to see what their new engine is like, at least I'm going to be with holding judgment on Skyrim untill I see something in-game. Certainly after Oblivions E3 demos of "unscripted" scripted events I am even more cautious as to the proclaimed capabilities of this new engine.
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Siobhan Thompson
 
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Post » Sat May 28, 2011 4:08 am

As already stated, another http://kotaku.com/5712806/oh-good-elder-scrolls-v-wont-use-that-broken-old-engine. Good by books and food flying off from tables. ill miss you gamebryo.

Indeed. I'll miss the weird, laugh out loud, physics oddities as well.

But if it means getting rid of the 64hz stutter and getting a much better optimized engine that doesn't have 5 NPCs standing in one place reduce your game to -20 FPS, then it's all for the greater good.

Besides, how do we know there won't be some slight issues like that with the new engine?
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Sammygirl500
 
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Post » Fri May 27, 2011 8:57 pm

I hope it means cities can be in the same worldspace as the rest of the world. Maybe we can get levitation back then. :D
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Zosia Cetnar
 
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Post » Sat May 28, 2011 12:08 am

If its not broke, don't fix it. Certain aspects can be made better and I'm sure they will but the basic engine is fine in my opinion. Hopefully all this time has been spent on storyline, factions, sidequests, guild quests, etc.


But it is broken. Morrowind has the same random crashing bugs than Fallout New Vegas has that weren't ever fixed.

The particle system is awful. Even on the best computers you still get huge FPS drop if you stand inside particle beams, for example in the propylon chambers of Morrowind.
The engine drew everything even it was behind obsticles. Thus we had closed cities. I guess consoles (PCs could have open cities via mod, no problems) couldn't handle drawing the high detail meshes of the forest and the city at the same time, even there was big wall between them.

The engine has done more than its duty. I think it would be about time the engine is dragged to nearest forest and put to death.

If they really did go for new engine I hope it still has the modding tools as good (if not better) than with Morrowind and Oblivion had. Also the open world is a must have.

People are focusing on the original tweets announcing the engine. They're missing the second tweet Nick Breckon made http://twitter.com/nickbreckon/status/14059634595729408 in response to the question of whether or not it uses Gamebryo.


It's not Gamebryo. It's not an iteration of Gamebryo. It's a new engine. There's really no arguing that at this point, as they've specifically responded to the question of whether or not it's based around the prior engine.


That's best news I've heard.
I hope they add tool similar to TESCS while they are at it.
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Nicole M
 
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Post » Sat May 28, 2011 4:51 am

So bethesda built a completely new engine from the ground up in two years( started in 08 I'm assuming ) started developing a game that will release at the end of 2011.....and people are excited about this? Also I don't see any tweet where Breckon has said ITS NOT GAMEBRYO or any iteration of gamebryo?
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bimsy
 
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Post » Fri May 27, 2011 5:55 pm

And why would you assume Bethesda only started work on that engine two years ago?

Coding an engine is a whole other ballpark compared to developing a game. And you just don't want to have employees who are proficient enough to code an engine work on landscaping, level building, etc, etc. That's just not cost-efficient.

I'd say that if they cooked up a whole new engine internally it's more than possible they started work on it a while before Oblivion got released actually. And that would make sense considering how long it takes to code and test an new engine. ;)
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Jessica White
 
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Post » Sat May 28, 2011 8:27 am

This post is gonna be closed soon by a moderator because its already been stated by bethesda ,......Previous announcements have stated that TES V would be built on a new version of the Gamebryo engine used in Oblivion and Fallout 3/New Vegas, but a Tweet from Bethesda Community Manager Nick Breckon stated, "We can now confirm that the TES V: Skyrim engine is all-new. And it looks fantastic." A followup answer stated that the engine was "a new graphics/gameplay engine built internally" and that more details would be forthcoming. hope this makes you happy, if you want source go to UESPWiki.

testicles that is all.
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A Dardzz
 
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Post » Fri May 27, 2011 9:58 pm

I'm just going to go out on a limb here. A safe limb. Most likely, the engine is a better and better version of Gamebro.
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Micah Judaeah
 
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Post » Sat May 28, 2011 3:36 am

How much different could it be from Gamebro?
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Sasha Brown
 
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Post » Sat May 28, 2011 8:10 am

The engine has done more than its duty. I think it would be about time the engine is dragged to nearest forest and put to death.


Might very well happen soon. Emergent, the company that own Gamebryo, is trying to sell all of its assets and IPs.
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Arnold Wet
 
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Post » Sat May 28, 2011 2:47 am

How much different could it be from Gamebro?

As different as Bethesda wants it to be. They made it, they can do whatever they want with it.
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Heather M
 
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Post » Sat May 28, 2011 3:38 am

Bethesda and I mean Todd himself stated earlier when he was still hiding this game from us, that the game they were getting ready to announce in the near future had been being worked on for 3 yrs and that was some months ago so say 3 and 1/2 yrs now. This was not a direct quote and my time frame may be skewered, but it is accurate, as far as I can remember.
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jessica sonny
 
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Post » Sat May 28, 2011 1:50 am

Still don't see where it was explicitly mentioned that it is NOT gamebryo or any iteration of gamebryo. However, Todd Howard has said the technology was derived from the same engine that powered FO3.

http://http://www.eurogamer.net/articles/2010-08-16-todd-howard-working-on-two-new-games
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Deon Knight
 
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Post » Fri May 27, 2011 8:53 pm

Still don't see where it was explicitly mentioned that it is NOT gamebryo or any iteration of gamebryo. However, Todd Howard has said the technology was derived from the same engine that powered FO3.

http://http://www.eurogamer.net/articles/2010-08-16-todd-howard-working-on-two-new-games


Than perhaps you should look harder

jimrossignol: @nickbreckon What does "all-new" mean in this case? A new iteration of Gamebryo? Or something bespoke for Skyrim?

nickbreckon: @jimrossignol It's a new graphics/gameplay engine built internally. We'll have more details down the road,


By that way that exact same information was posted quite literally on the previous page. You obviously looked super hard.
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Max Van Morrison
 
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Post » Fri May 27, 2011 8:36 pm

I have not seen anything about which API it will be written for. Will it support DX11 or still be DX9 on the PC? The 360 will us the same DirectX API as Oblivion so releasing a new version of their heavily modifed Gamebryo engine would be the most economical choice. The bulk of their sales will be on the 360 and PS3 so recreating a new engine from scratch before the hardware for these two consoles is upgraded does not make much sense.
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Calum Campbell
 
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Post » Sat May 28, 2011 12:26 am

How much different could it be from Gamebro?

Not very. I mean, Gamebryo only deal with the graphics and draw polygons. Much of the code for stuff that Bethesda previously written, like the cell system, the Radiant AI, the quest system and so on will probably be re-used.
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emily grieve
 
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Post » Fri May 27, 2011 11:33 pm

Not very. I mean, Gamebryo only deal with the graphics and draw polygons. Much of the code for stuff that Bethesda previously written, like the cell system, the Radiant AI, the quest system and so on will probably be re-used.

That's another thing that I completely forgot! I really hope we get legitimate AI. I'm very upset that they dumbed down the AI before Oblivion's release, as I'm sure we all are. I hope this new engine handles AI better than Gamebryo- if you had too many NPCs with (barely) complex AI in one cell, things go boom. It'd be good to have larger battles and more legitimate schedules, even ones that vary perhaps?
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victoria gillis
 
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