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As for a new engine it’s a bit disappointing as I hoped that’s why it was taking so long to release. Really though as long as they keep it highly moddable, I’ll be happy. Unless of course they want to start charging me for mods. |
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I have no doubt the term "engine" is often used without a clear understanding of what it is. Game engines are constantly changing, after all, so using that as a basis for an argument on every game title a company develops within its lifespan isn't entirely applicable, though it does apply.
However, you could just as easily replace "engine" with 'codebase" and everyone's point would still stand. At the same time, when you witness recurring issues that have plagued Bethesda games for years (hiccups/hitching being persistent in every iteration of their games that used Gamebryo, for example), there's obviously a very clear connection that can be drawn there. |
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Article claims issues happen beyond 60 FPS. This kind of product's gameplay does not benefit from more than 60 FPS. Smooth, steady 60 FPS are enough. It adds nothing. |
This kind of product does benefit a player - can be used as laxative.
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The problem is that gamebryo is full of this ill-optimized coding (for modern computers) and its myriad of band-aids. Apologists (and modders) have been content with this for the most part; judging by the large majority of reviews, their patience is at an end. |
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Steady, smooth 60FPS+ adds nothing to this kind of games. |
Your opinion. Sony's opinion too because of outdated hardware incapability. Blind people's too, because they can't see anything anyway.
Not mine. What was that about 2+2? |
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Gamers are interested in gameplay and discard features that do not work in favour of an improvement in gameplay. They buy games, not vid products burdened with unnnecessary features provided to hide that devs did not bother developping a game. Higher than 60 FPS serves nothing in this kind of products. |
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I'm still waiting for 2+2 explanation. |
No.
Opinions may be factual. The earth is round is an opinion. Fact based opinion but still an opinion. |
LOL
Ever read The Hitchiker's Guide to the Galaxy? You should. A quote from it, perfectly fit for 2+2 question here and your answers on it and the most probable epilogue: Quote:
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Gamebryo was a good engine 100 years ago (one of the first "component-based" engines), but its main issue still remains: it cannot properly synchronize its game systems (render, physics, network, game logic, etc) BTW, this is the problem with basically any game engines that are not Id Tech. If you are interested in the technical background, here is a quick and dirty overview: Syncing game systems together is much much much more harder technically, than rendering trillions of polygons at 600 fps. With the renderer, you can do shortcuts, and gain performance. With the synchronization, you must do parallel, asynchronous and thread-safe programming, which is a very complex thing to do. There are no shortcuts. Either you can do it right (=you are John Carmack), or not. So, the easiest thing to do is to hardcode the engine for a fixed frame rate, and make the synchronization frequency locked as well. No threads, no async subsystems, nothing. Paycheck. On the other hand, Id Tech's game systems are running totally async in parallel. … and that's the reason why Id Tech-driven games are super smooth and hyper cool to play, despite lacking certain graphical bells and whistles. |
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The tales were true; flat earthers DO exist!! |
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The problem with Gamebryo is that it is incredibly temperamental, prone to bugging out, and highly single-threaded, lacking the code infrastructure for modern multicore computers. Bethesda can put all the bandaids on it that they want (and they surely have), but it's simply putting lipstick on a pig these days. I look forward to Cyperpunk being released alongside an oh-so-very antiquated TESVI. |
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