• falsem
    link
    fedilink
    111 year ago

    We used to blame the Bethesda jank on their last engine, Game ryo. Safe to say that it’s not the engine at this point.

      • AnonTwo
        link
        fedilink
        41 year ago

        Then making a new engine won’t fix the problem, because it’ll just be based off creation engine.

        • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️
          link
          fedilink
          English
          5
          edit-2
          1 year ago

          They don’t need to make one; they can use one of the many engines that already exist and can do everything their games try to do, but with far less jank. Unless they somehow manage to insert it in regardless, which I would not put past them.

          • @millie@beehaw.org
            link
            fedilink
            231 year ago

            Why would a company with multiple blockbuster franchises completely scrap the engine they’re made in?

          • sickday
            link
            fedilink
            61 year ago

            Or they can keep using the same engine with the same issues because gamers will definitely buy their next title en-masse despite the previously mentioned issues. Eg. Starfield

            • @KairuByte@lemmy.dbzer0.com
              link
              fedilink
              61 year ago

              To be fair, the engine has been overhauled since the original CE. So, while it’s not “new” it’s also not “the same engine.”

              • @barsoap@lemm.ee
                link
                fedilink
                21 year ago

                They tend to do that by tacking on new jank without removing (much) of the old stuff, though, presumably because they have base assets and scripts that they’re constantly re-using. Or, differently put: As long as Papyrus will still be in the thing I seriously doubt they’re giving any thought to technical debt. Already in Skyrim people rather used the UI to script stuff (because that’s Flash and ActionScript is at least remotely sane and fast) but ultimately it’s SKSE (that is, native dlls) for anything that isn’t a lag fest.

                It’s not so much that CreationEngine is easy to mod, it’s that it’s what a gigantic community of modders are used to and have developed tooling for (you can get by with little to no use of CreationKit which is an abomination all on its own). Stockholm Syndrome at its finest or we’d have seen much more content for RedEngine which is far technically superior (and yet CDPR is abandoning it for Unreal).