a reply to: eriktheawful
That is perfectly true, almost all Engines have to be licensed but there are a great many of them on the market and there is a reason why so few
game's and almost all of them Bethesda use the flawed and old Gamebryo engine, even there updated version is literally crap.
It can not handle as much on screen as the more modern engines and has a lot of issues such as memory leak's - no matter how they try to plug
Also it can not handle vehicle physic's with any degree of success since fast moving across the map you would find even with an SSD in your rig that
the buildings, textures and lod's take a long time to catch up, you might get there even before the NPC's do so that is why even though in the Fallout
universe cars and trucks as well as motorcycles are a staple of the lore for traversing entire states that the later Bethesda game's simply can not
handle them, there are mod's for it but they too are limited and run into those very problem's I outline.
To make there game smooth they even have to stoop to some techniques such as pre-combining asset's so that for instance a sky scraper may be made up
of several hundred parts (just for the building) but once pre-combined the engine then treats that skyscraper as a single object - it's a good idea
but if you want to scrap that item then in there settlement mode you have to scrap the entire object or may find that it is un-scrappable even with
I have been playing Bethesda game's since the day's of Morrowind, missed out on there earlier titles and back during the Morrowind day's they were
legendary even though even then the character model's were - strange - and they were the one's that promoted and did the most to get mod makers to
alter there game even giving away a bundled disc complete with all there in game asset's and a modding engine called the construction kit.
The gamebryo engine also handles physic's poorly, AI is very limited as well.
Take a comparison to the now aging engine behind the old stalker call of chernobyl, it is ancient now but still far more powerful than the gamebryo
We are consumers, we pay them for a product and they should deliver on quality with less flaw's but sadly they are far from the only one's in the
industry to deliver flawed and faulty product's almost always on launch, still as a consumer I want them to remember the customer is always right and
even if it bites into there profit's by about half a percent they really do need to get a new engine on board.
The reason they Love there engine is because they know it inside out simple as that, they created the original version after all for Morrowind - and
while severely dated it remain's one of gaming history's great's even if it is a bit of a Marmite sandwich since you loved it or hated it.
Because they know there engine they know how to optimize it, how to squeeze it for every last drop BUT even if they supercharge it over and over it
will remain an old engine with a lot of flaw's.
Also you know it is down not only to the engine but how that engine was created, these day's most programmers behind 3d game game rendering engines
create there engines using high level languages, which is not so bad since Our PC's are pretty fast but there is a definite difference between custom
code and compiled code - think back to Jeff Minter the guy that brought you Mutant Camel's on the commodore 64 and several other great's of yesteryear
- he did all of his programming in his head in numbers - in machine code and yes it was only a 6502 he was dealing with but hey the modern PC's mostly
for legacy reason's are still using 8086 code in there CPU which is of course almost identical to 6502 code.
Compilers get it wrong, they create bloated excess code line's and they miss opportunity's to reuse the same sub routine call's for several
completely different function's so if you sit down and de compile the code of almost everything we are using today from our operating system (even
Microsoft get it wrong) to that very game engine you will find JUNK code, unnecessarily repeated sub routines and dirty edit's everywhere.
Imagine though if Jeff Minter or someone like him had been given all the processing power and memory of a modern PC and just imagine what he or a
team of equally talented guy's could have created, what our PCs are struggling to do due to that bad code they could have done with good code 10 or
even 15 years ago even faster than they do it now and that is taking into account clock speed's and memory sizes.
Love the band aid analogy, made me chuckle and it is sadly all too true.
Actually remind's me of - well there were pterodactyl's flying around back then but back in my college years a friend over here in the UK had an
Alpine Sunbeam, it was a pure rust bucket but we went places in that thing - broke down all the time but he could always get it running again
edit on 10-12-2018 by LABTECH767 because: (no reason given)