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Will Bethesda get a new Game Engine?


Hexxagone

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They have to, ck would be really old by the next game, even when updated.

 

Personally, I wish for one that doesn't need for human made path finding, but relay on the AI to not be brain dead. It will save time and may stop CTDs since mod makers don't have to change path finding.

 

It would be also very cool to have a world twice bigger than Skyrim, but as full and detailed as fo4. I wish they will delay the game until next next gen consoles to let themselves free.

 

Of course, it goes without saying that a better, more complex radiant quest system should be implanted.

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I hope they do have a new engine for future efforts.

 

Much as I enjoy(ed) FO3, Skyrim, FONV, I am very tired of seeing the same sorts of issues popup with the same damn glitches and save file corruption.

Unmodded this game can have the same sort of save corruption prior titles could be subject to. The Brahman cows get stuck all over the place

just like in FO3 and it is worse here wih far more settler caravans possible. NPC's ending up on roofs of buildings for no apparent reason. The cows

stuck inside buildings for no apparent reason.

If you see a trend here, I have a 'thing' about the GD mutated two headed cows. Grrr.

 

What not stuff like that, to just mention a bare few.

But, whatever they end up doing, it better be as open to community mod work as this engine is. Or there will be blood on the internet.

I'd rather put up with stupid repeat glitches and outright bugs than see them forgo mod support for any future engine.

 

Maybe since they learned so much in past decade, they can craft their own engine and do it right from the start. (I presume they

bought this engine via 3rd party. Someone correct me if I am wrong)

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Boy am I gonna step on toes here.

This isn't about money, Beth works differently and delivers an entirely different product. No. I'm sorry this just isn't something I see happening for the next few games. (or ever tbh)

 

Don't get me wrong, I'd love a new engine, only if we get what we haven now and maor, but the amount of work that engine would eat up to come near what they use now sounds unfeasible just because people want 'pretthay pictures at 120 fps' and less bugs, bugs that might just as well return because of its size and nature of the game. That's over 10 years of work if I'm not mistaken. I don't know much about programming, I do know its not simple, and its not a 'vacuum' it will effect everything in the pipeline, everyone in the studio, why ruin this ? Don't fix what isn't broken. For them the possibility is higher that the'll give up something that functions and has been worked and cared for, something the employees know and have a set pipleline that works in their environment, for something that could potentially ruin everything. From ruining the pipeline to the next game, to ruining the current CK, and the general workflow of the everyone involved. No they will be much better of by just working on what they have, like have done thusfar, even if that means the'll look like the slow kid in the class.

 

 

 

Actually I found this recently, perhaps it'll explain some things even if its not directly aimed at the engine

http://www.wired.com/2015/11/fallout-4-bugs/

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Boy am I gonna step on toes here.

This isn't about money, Beth works differently and delivers an entirely different product. No. I'm sorry this just isn't something I see happening for the next few games. (or ever tbh)

 

Don't get me wrong, I'd love a new engine, only if we get what we haven now and maor, but the amount of work that engine would eat up to come near what they use now sounds unfeasible just because people want 'pretthay pictures at 120 fps' and less bugs, bugs that might just as well return because of its size and nature of the game. That's over 10 years of work if I'm not mistaken. I don't know much about programming, I do know its not simple, and its not a 'vacuum' it will effect everything in the pipeline, everyone in the studio, why ruin this ? Don't fix what isn't broken. For them the possibility is higher that the'll give up something that functions and has been worked and cared for, something the employees know and have a set pipleline that works in their environment, for something that could potentially ruin everything. From ruining the pipeline to the next game, to ruining the current CK, and the general workflow of the everyone involved. No they will be much better of by just working on what they have, like have done thusfar, even if that means the'll look like the slow kid in the class.

 

 

 

Actually I found this recently, perhaps it'll explain some things even if its not directly aimed at the engine

http://www.wired.com/2015/11/fallout-4-bugs/

It not that far fetched for them to work on a new one, you know beth hardly says anything about everything.

 

Why fix something that is not broken? It is broken, old and outdated. Even when it was reborn from gamebyrop ashes it was still old among game engines. And they not that dump to not know how to use a new one.

 

And not just pretty picture, an new game engine means better everything. A more stable fps, better AI, better scripting etc. Maybe even better modding. And I'm sure that many TES fans will happily wait for a more stable and better tes6.

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It not that far fetched for them to work on a new one, you know beth hardly says anything about everything.

 

Why fix something that is not broken? It is broken, old and outdated. Even when it was reborn from gamebyrop ashes it was still old among game engines. And they not that dump to not know how to use a new one.

 

And not just pretty picture, an new game engine means better everything. A more stable fps, better AI, better scripting etc. Maybe even better modding. And I'm sure that many TES fans will happily wait for a more stable and better tes6.

 

The engine is showing its age, but if Bethesda had any interest in moving to another engine they would have probably done so by now. Instead what they have been doing is further building upon it and refining what systems are there.

 

The pathing thing, I think, they are slowly working past. You can see this with the settlement building and how NPC pathing seems to automatically adjust for most building situations. Pathing gets established in places where you have floors, and gets disconnected where you have walls. In previous versions of the engine all of this stuff would have had to have been pre-established manually in every case, and needed to have been linked to enable states in places that change. Their current system that appears to link pathing with the mesh components seems to suggest an intended departure from the whole navmesh limitation.

 

We're also looking at a game before patching. Sure, there are a number of things that are not working well for many, but when you look at the larger issue, this is one of the least bugged Bethesda games we've seen in a long time. Most the things that are giving people trouble are things that can be patched out. Most the more serious issues present in the game are related to either world processing (quest states), or NPC AI. But even these issues are less problematic here than they have been in previous games.

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Hope so, not having to work on path finding again seems like a dream come true for so many and like a burden lifted.

 

Yeah, many are just having fps dips and a buggy building system, I'm 60 hours in with only two crashes while goofing around. The unofficial patch team will have much less to work on this time around.

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