this shuts down rumors that bethesda will move to unreal engine for ES6

  • Lightfire228@pawb.social
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    3 hours ago

    If history repeats itself, ES6 will be a completely different game to Skyrim

    Everything complained about will he cut, nothing new will be added

  • chunes@lemmy.world
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    7 hours ago

    We need more diversity in game engines, not less, so I’m fine with this

    • Tattorack@lemmy.world
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      3 hours ago

      Well, you’ll be glad to hear that Toyota, yes, that Toyota, announced a new open source game engine, with deep integration of Blender 3D.

  • cmhe@lemmy.world
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    9 hours ago

    That isn’t really saying that much. It could still be a creation engine that has a UE5 renderer on top. Like the Oblivion remaster.

  • yeehaw@lemmy.ca
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    13 hours ago

    Ok and does it run optimized on old hardware and Linux? I’ll easily skip it if it doesn’t. 😜

  • TemplaerDude@sh.itjust.works
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    24 hours ago

    Loading screen after loading screen after loading screen, but hey you can put a cheese wheel in funny places.

  • zecg@lemmy.world
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    1 day ago

    Translation: it’s the same shitty gamebryo they’re always using.

      • Ricaz@lemmy.dbzer0.com
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        8 minutes ago

        Yes, and the Quake 2 engine is one of the greatest software creations of its generation.

        The Gamebryo/Creation engine is hot garbage in comparison.

      • lime!@feddit.nu
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        1 day ago

        2015? that codebase started in morrowind. and say what you want about that game but it is not a looker. it launched the same year as metroid prime.

        • Cethin@lemmy.zip
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          14 hours ago

          And Unreal Engine started on 1995. This argument always shows people’s ignorance of software development. When the first pieces of the engine were built is not why it’s shitty. It’s because they haven’t invested money into it where it matters. (Unreal Engine also has some serious issues. It just looks prettier.)

            • mnemonicmonkeys@sh.itjust.works
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              8 hours ago

              They rebuild the engine to be 64-bit (instead of 32-bit) for Fallout 4, and that version is what Skyrim Special Edition is running on

              • lime!@feddit.nu
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                7 hours ago

                that’s not a complete rewrite. hell, depending on how it was architected it may just be a recompile

            • Benchamoneh@lemmy.dbzer0.com
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              12 hours ago

              Very probably yes, but it will also have an extensive feature set and stable, mature functions that work well after 20+ years of development.

              A mature codebase is often a double edged sword I agree. But it’s not always a good idea to just throw away all that progress.

              • lime!@feddit.nu
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                11 hours ago

                in bethesdas case though?

                a similar thing happened with arma reforger a few years ago, it was supposed to be a tech demonstrator for a new engine but it turned out to still be the same codebase as operation flashpoint from 1995. the engine is solid but it’s super annoying to program for, they have this custom scripting language that’s completely batshit insane because everything is infix by default, and an ui toolkit that is written as c++ classes meaning the actual game has a compiler in it for a subset of c++. so the scripts can be edited at runtime but if there is an error in the ui the game crashes at startup. people were hoping they’d finally switch to something that made sense but no.

              • herrvogel@lemmy.world
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                9 hours ago

                They don’t work well anymore though, that’s the whole point. Bethesda’s codebase is past “mature”, it’s just straight up old and outdated now. Has been for a decade at the very least. Their games have looked and performed noticeably worse than their contemporaries for a good while now.

        • ampersandrew@lemmy.world
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          1 day ago

          I didn’t think Skyrim was too outclassed compared to its peers in 2011, given that it was so much larger and doing so much more than a lot of them under the hood. But Fallout 4 came out alongside The Witcher 3, and the difference between the two was night and day. Then of course Baldur’s Gate 3 next to Starfield, and I have to scratch my head wondering what the hell Bethesda is doing still running this tech stack.

          • boonhet@sopuli.xyz
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            24 hours ago

            It’s not entirely out of question that they’ll use Unreal for graphics while retaining Gamebryo for gameplay. That’s kinda how the Oblivion remaster works. And might be best of both worlds if they manage to make Unreal not suck in terms of performance and don’t fall for the photorealism trap

            • ampersandrew@lemmy.world
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              24 hours ago

              I think graphics are pretty low on my list of priorities for how those games need to modernize. Starfield looks pretty alright in sheer fidelity, but the faces don’t animate well, the conversation system is dated even compared to The Outer Worlds doing basically the same thing, and the engine seems (for some reason) incapable of putting together a proper cut-scene.

              • boonhet@sopuli.xyz
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                24 hours ago

                Ah to be fair I haven’t played Starfield or even watched too many videos. I also didn’t like FO4 much so I was pretty much running with the assumption that they hadn’t changed much since 2011

                Still, they may not need as many engine programmers if they reduce what their in-house engine needs to do. Could free up finances to hire more people to work on the meat and bones of the game. Or they could just pocket the difference and not give a fuck about making a good game, that seems quite likely too.

        • mcforest@feddit.org
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          1 day ago

          Morrowind? Gamebryo is the continuation of the NetImmerse engine. Development started in 1997 with the first game released in 1999.

          • lime!@feddit.nu
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            1 day ago

            yeah it’s not bethesda’s engine. but my point was about where the codebase for the creation engine comes from, and that’s the morrowind code.

  • Maldreamer@lemmy.world
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    23 hours ago

    This is actually a good news and I am glad creation Engine will be used, The best part of Bethesda games are the modability creation engine and its predecessor provide. Unreal engine is not moddable and is not even beginner friendly, while someone like me can fire up Geck or creation kit and do a full fledged quest mod.

    • who@feddit.org
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      16 hours ago

      I guess you’ve never had to reconcile the disaster that ensues when multiple CE mods update different parts of a game’s .esp data.

      If they touch properties that happen to be near each other, the mods that try to preserve properties that don’t concern them end up stomping all over one other, leaving the player in a horribly broken land of conflicts and sadness. The mods can’t help it, because the engine’s modding system and data structures are fundamentally too coarse to allow touching only what’s needed, and too stupid to make reliable conflict resolution possible. The endless quest to work around this flaw is why Skyrim has uncountable patch mods, which shouldn’t be necessary in the first place. It’s a bloody awful design.

      I get that you love the possibilities afforded by modding. We all do. But please don’t glorify Creation Engine in this area. What’s under the covers is embarrassing, and particularly bad when more than a few mods are used at the same time. Players and modders deserve something better, and a competent engine developer absolutely could deliver it.

      As someone who has spent too many hours dealing with its fallout, I wish Creation Engine would die.

      • baatliwala@lemmy.world
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        13 hours ago

        I mean, it’s a new version, you’d hope they’d fix at least some issues - me, massively coping

        • The_Decryptor@aussie.zone
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          8 hours ago

          It’s mostly a tooling issue, so they really could, but I still doubt it.

          I remember installing conflicting mods with Fallout 3, and you just had to run a tool to examine the mods and merge the changes together (and warn you if they genuinely conflicted). It was like a 1 click process and I’m amazed it hasn’t been moved into the engine itself.