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Post by rusty_shackleford »

Demonic Fate wrote: April 19th, 2025, 20:40
Roguey wrote: April 19th, 2025, 19:40
Demonic Fate wrote: April 19th, 2025, 18:35
First: it doesn't look fine. Not for an AAA big-budget first person game from 2023; it's not an indie game, it needs to impress or at least charm.

Second: If you took the exact same assets? No. But I suspect that the Creation Engine's limitations are why those assets look like they came from 2012, with almost flat trees and a "capital city" with no infrastructure and a population of 62:
Here's The Outer Worlds 2, a 2025 Unreal Engine 5 space RPG.

This does not completely blow Starfield away. Quality of the renderer doesn't have too much of an affect on engine-agnostic art style/assets. UE5 is definitely not going to help with crowd sizes, just the opposite more than likely. Unreal Engine sucks for open world games, even now. Vavra dunked on CDP for going with UE for the next Witcher https://www.windowscentral.com/gaming/k ... l-engine-5
"I talked with guys who are making The Witcher or from studios that are just trying to make some open-world games on Unreal because there aren't really any open-world games on Unreal. Assassin's Creed, everything like that, is on their own engine."

"CD Projekt just switched to Unreal. Even though, in my opinion, they had a good proprietary engine. I talked to someone whose name I obviously can't say, and I said to him, 'So how about Unreal?' 'Great, we already have pieces done, like some landscapes.' And I said, well, what about the open world? 'Not yet.' When did they announce it? A year or two ago, and it still doesn't work?"

Daniel later mentioned that Unreal Engine simply wasn't made for open-world games, nor terrain generation, "If you wanted to make a game on Unreal from some rocks, that's great, but it couldn't do trees for a long time. Their nanite couldn't generate vegetation until now. Now it can." Looking at you, Satisfactory.

He goes on to detail the amazing videos of trees and the life-like nature of the vegetation that's produced in Unreal Engine 5 but hammers it for performance. "Until you look at some demo and realize that while it looks absolutely divine. Photos, just like a movie. Then you need a computer that costs two hundred grands (8000 Euro), and a maximum of four people can walk there because otherwise, even the **** computer that costs two hundred grand will not be able to run it."
I imagine there are good reasons why devs aren't flocking to Cryengine ("too hard" most likely)
Starfield had a budget of $400M. I can't find a budget figure for TOW2, but TOW1 was around $30-40M.

I agree that moving from REDEngine to UE5 is a weird choice. RED did amazing things for Night City: besides the crowds and lightning, there are quests where you need to take the elevator up to like the 80th floor, which in any other game would be a disguised area transition; in Cyberpunk it's seamless, you can jump off the balcony and see yourself splash on top of the same NPCs you walked past when entering the building. Getting UE5 to do the same looks like a crazy challenge (though CDProjekt has more resources than Bohemia Interactive).

But Bethesda doesn't have REDEngine. They have CE, and if they are unable to make their 2023 flagship game look better than Skyrim, what happens if their 2035 flagship still looks like that? Doing some experiments with different engines before committing to a big project makes sense.
It looks like **** because the assets look like ****, not because of the technology.
https://www.mobygames.com/game/208288/s ... s/windows/
ctrl+F "3D', basically every single artist was outsourced

And here's your quarter of a billion dollars UE5 game
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Post by maidenhaver »

Lord of Riva wrote: April 19th, 2025, 19:31
Are they going to scrap the level scaling?

If not, **** them.
:magic_8_ball:

No.
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Post by Roguey »

Demonic Fate wrote: April 19th, 2025, 20:40
I agree that moving from REDEngine to UE5 is a weird choice. RED did amazing things for Night City: besides the crowds and lightning, there are quests where you need to take the elevator up to like the 80th floor, which in any other game would be a disguised area transition; in Cyberpunk it's seamless, you can jump off the balcony and see yourself splash on top of the same NPCs you walked past when entering the building. Getting UE5 to do the same looks like a crazy challenge (though CDProjekt has more resources than Bohemia Interactive).
CDP burned out all their programmers, nobody knows how to use/update REDEngine anymore. Pretty daft of them to use UE though.
But Bethesda doesn't have REDEngine. They have CE, and if they are unable to make their 2023 flagship game look better than Skyrim, what happens if their 2035 flagship still looks like that? Doing some experiments with different engines before committing to a big project makes sense.
You're exaggerating by quite a bit. Starfield looks a lot better than Skyrim. It also looks better than Fallout 4 which looks better than Skyrim. They've been updating this entire time, and they've always been unable to match their contemporaries in terms of good art; their audience does not care. Starfield sold over 10 million right out the gate and people were disappointed because the gameplay sucked, not because of the graphics, which they were well aware of before they paid full price for it.
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Post by rusty_shackleford »

Main reason Starfield looks like **** is all the characters are ugly, it's just the content.
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Post by Finarfin »




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Post by rusty_shackleford »

In before a 2026 release date that gets pushed back to 2028
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Post by MrTwinkls »

121gb

of UE5. After some thought I think I'll skip this one after all.

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Reason: Just adding the twiter URL so it embeds
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Post by Yankee Zulu »

Its going to drop tomorrow and you will all be playing it like the good amerimutts you are.

https://mp1st.com/news/the-elder-scroll ... g-same-day
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Post by Oyster Sauce »

Yankee Zulu wrote: April 21st, 2025, 20:13
Its going to drop tomorrow and you will all be playing it like the good amerimutts you are.

https://mp1st.com/news/the-elder-scroll ... g-same-day
You of all people aren't allowed to mock people for playing bad games...
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Post by Finarfin »

No one cares about what you say, because you are a **** gobbling *****.
(not you oyster)
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Post by Valter »

Yankee Zulu wrote: April 21st, 2025, 20:13
Its going to drop tomorrow and you will all be playing it like the good amerimutts you are.

https://mp1st.com/news/the-elder-scroll ... g-same-day
Heeeeeeeeeeell yeah
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Post by TKVNC »

I don't think we need a rollslop UE5 remake of a perfectly mediocre game.
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Post by rusty_shackleford »

TKVNC wrote: April 21st, 2025, 20:30
I don't think we need a rollslop UE5 remake of a perfectly mediocre game.
All we needed was a 64bit build :mad:
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Post by Finarfin »

TKVNC wrote: April 21st, 2025, 20:30
I don't think we need a rollslop UE5 remake of a perfectly mediocre game.
>mediocre game
******,shut your mouth
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Post by TKVNC »

Finarfin wrote: April 21st, 2025, 20:33
TKVNC wrote: April 21st, 2025, 20:30
I don't think we need a rollslop UE5 remake of a perfectly mediocre game.
>mediocre game
******,shut your mouth
But it is perfectly mediocre.

But, perhaps I am still just a ******.
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Post by maidenhaver »

Yankee Zulu wrote: April 21st, 2025, 20:13
Its going to drop tomorrow and you will all be playing it like the good amerimutts you are.

https://mp1st.com/news/the-elder-scroll ... g-same-day
Wonder if they extended the tutorial dungeon to over 2 hours.
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Post by methoxetamine »

What % of the npc's in the remake will be Redguards?
asf wrote:
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Post by asf »

so old one was ****, and new one will be ****
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Post by maidenhaver »

methoxetamine wrote: April 21st, 2025, 21:12
What % of the npc's in the remake will be Redguards?
13
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Post by Valter »

Image

Oh no no no no no no... :mrgreen:

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Post by Unhelpful Contrarian »

methoxetamine wrote: April 21st, 2025, 21:12
What % of the npc's in the remake will be Redguards?
13% :lol:
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Post by psychic_dream »

I’m not really that familiar with how programming or game engines work, but realistically, how hard is it to learn the ones that aren’t just Unreal? Take Larian, for example—they’ve got their own engine and dev tools, but they still had to throw a ton of manpower at Baldur’s Gate 3 to get it where it is.

It makes me wonder how tough it actually is to work with engines like the one used for Dragon Age: Origins (the Eclipse Engine) or Arkane’s Void Engine. Inquisition looked great—Frostbite gave it some serious upgrades in visuals, textures, and particle effects. But it’s kind of a waste that all that effort went into a game that was just okay, with barely any standout characters.

Imagine if EA brought in a solid team of devs and writers who actually knew what they were doing. A proper Dragon Age reboot, covering all the regions from the lore, with Origins-style tactical combat and none of the cringe romance stuff? That could’ve been an amazing CRPG.
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Post by rusty_shackleford »

psychic_dream wrote: April 22nd, 2025, 13:59
I’m not really that familiar with how programming or game engines work, but realistically, how hard is it to learn the ones that aren’t just Unreal? Take Larian, for example—they’ve got their own engine and dev tools, but they still had to throw a ton of manpower at Baldur’s Gate 3 to get it where it is.

It makes me wonder how tough it actually is to work with engines like the one used for Dragon Age: Origins (the Eclipse Engine) or Arkane’s Void Engine. Inquisition looked great—Frostbite gave it some serious upgrades in visuals, textures, and particle effects. But it’s kind of a waste that all that effort went into a game that was just okay, with barely any standout characters.

Imagine if EA brought in a solid team of devs and writers who actually knew what they were doing. A proper Dragon Age reboot, covering all the regions from the lore, with Origins-style tactical combat and none of the cringe romance stuff? That could’ve been an amazing CRPG.
Developers want to use Unreal because that ensures they aren't stuck learning technology that can't get them a job elsewhere. It has near zero to do with the end product.
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Post by rusty_shackleford »

The stream goes live in 51 minutes
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Post by Jordy »

Huh, I wonder what this could be.

Image

Edit: **** it. I swear rusty's post wasn't there when I checked.
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Post by Finarfin »

That either is the main character with the imperial helmet OR the mythic dawn helmet
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Post by Tangerine »

psychic_dream wrote: April 22nd, 2025, 13:59
I’m not really that familiar with how programming or game engines work, but realistically, how hard is it to learn the ones that aren’t just Unreal?
Different engines use different programming languages (or modified implementations of the same language) and they all have quirks, limitations, and best practices that you'll only learn about through experience. However, lots of concepts are pretty similar across engines, so it's not too hard to learn a new one once you've gotten good at another. Unreal and Unity are particularly easy to learn enough to be dangerous with due to quantity of learning material you can find online. But as @rusty_shackleford said, devs don't want to learn an engine that won't get them a job elsewhere - I'm not entirely unsympathetic, since you have to get your resume past some HR drone that will only look for X years experience with Y engine, but this is a problem created by letting uninterested women into the industry.
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Post by Nico »

maidenhaver wrote: April 21st, 2025, 21:14
methoxetamine wrote: April 21st, 2025, 21:12
What % of the npc's in the remake will be Redguards?
13
And yet, statistics show...
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Post by rusty_shackleford »

Selection_022.webp
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Post by Vergil »

Why bother watching this. It will be even more scripted than the og Oblivion reveal footage
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?