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2/09/13 11:48:44 AM#41
Says guy that has 0 experience with coding or software development. Enough said. |
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2/09/13 12:07:36 PM#42
Originally posted by Gdemami
If SWTOR was the only MMORPG out there, then someone might believe you .. but since it's not, well, I think you are over extending yourself to defend a really bad graphics engine that cannot support the massive portion of "MMORPG". Anyone can recognize bad engines when they see them, it doesn't take knowledge of coding. SWTOR doesn't really do anything other games don't already do. So the question still remains, why reinvent the wheel?
h0urg1ass did have a persuasive argument in closing statements: Originally posted by h0urg1ass
If the original 70's classics looked like some really bad B-movie, with creesey fake looking ships & costumes, it would not have been very popular. Imagine the horror when critics bash the 5 frames per second when a Star Destroyer goes by, or during space fights. Unrealistic scenes would not leave people raving about this awesome new movie; it would even be embarassing to admit to have spent money to see it. But instead, Star Wars movies looked excellent, and became peoples love and pride to talk about. So I'd agree with h0urg1ass. Visuals and a good graphics engine are a core foundation (wake up EA?).
I mean when was the last time you recommended a B-movie with fake looking visuals & low animation frame rates to friends? .. or sat around and discussed it's lore with others.. Want a nice understanding of life? Try Spirit Science: "The Human History" |
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2/09/13 12:41:27 PM#43
Originally posted by h0urg1ass No matter what game engine you start with, you're going to have to make a ton of changes to it in order to get it to do exactly what you want it to do. No engine with the changes you want is already tested and proven. Don't think of changes in terms of high level features like theme park versus sandbox. I'm talking about little details here. How many textures do you use on a typical character? Do you tend to use the same texture in multiple places on a character? Do you tend to have a single texture shared between multiple characters? Do you do that without making the entire characters look identical? Do you use textures as anything other than pictures? Do you use the "same" textures repeatedly but colored differently? If so, do you process the recoloring on the CPU and upload differently colored versions as "different" textures to the the video card, or do you merely upload a uniform for the color and process the coloring in shaders? The "correct" (fastest from a performance perspective) answer to that last question depends on your answer to a bunch of the earlier questions, among other things. And that's just textures, and far from all of the questions you'll have to answer about textures. How you handle the geometry of the scene brings up a bunch more questions. So does how you implement lighting. And how you animate things. And how much you need to let players see at once. And network code. And sound. That hasn't even gotten to game mechanics, so even if your feature set is identical to some other game, if you answer a bunch of little questions like the ones above differently from that other game, then the internal workings of your game engine have to be very different. ----- Sometimes you do need to reinvent the wheel. There are portions of your game engine that will run hundreds of thousands of times per second, or even millions of times per second. In the case of pixel/fragment shaders, there are likely things that will run hundreds of millions of times per second. You absolutely have to go over such heavily-used code sections and make sure that they run as efficiently as possible, or else your game performance will be terrible. It's terrible to have all of your players lose 5% off of their frame rates because you couldn't be bothered to clean up a hundred lines of source code and optimize them for exactly what your game needs. |
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2/10/13 3:51:48 AM#44
When you play SWTOR, you do not "play" the engine. Unless you work with the engine yourself(on code level), you have no idea about engine characteristics. |
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2/10/13 4:05:02 AM#45
Originally posted by Tigasnake If Ultima Online were using Hero Engine , i would play it If Anarchy Online were using Hero Engine , i would play it If SWTOR were using the best engine in the universe,i would not play it. Its not good engine but some games are so good that engine doesnt matter anymore,Repopulation does have some very interesting ideas,SWTOR in the otherhand does not. and how many games there is made with this engine ? 1? after faxion was shut down ?
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2/10/13 5:02:35 AM#46
Hero Engine is on DX9, but they are working DX11 implementation, that should make some more advanced graphics FX possible.
But we know the custom BW engine doesn´t get updates from the Hero Engine team.. I don´t like the plain look of most HE games TBH. Maybe the rendering engine is limited because of DX9. I wish BW had licensed the Dreamworld Engine, there is a lot more possible with this DX11 engine, used for TSW and AoC http://www.youtube.com/watch?v=41UCqfdc-Uc http://www.youtube.com/watch?v=gF3AqaCQUVA http://www.youtube.com/watch?v=FG2EA2qspSY Games on Hero Engine look quite different http://www.youtube.com/watch?v=kZA9JCbVnzY I think HE is a lot more appropriate for cartoon look shader games, but obviously not (yet) to create realistic worlds.
And here is Cryengine 4 in DX12 http://www.youtube.com/watch?v=1KKgQdq_PRo
Secrets of Dragon´s Spine Trailer.. ! :D Best MMOs ever played: Ultima, EvE, SW Galaxies, Age of Conan, The Secret World |
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2/10/13 6:27:00 AM#47
Originally posted by Gdemami Well that's an interesting statement. |
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2/11/13 3:48:40 PM#48
Originally posted by FromHell A lot of advanced effects require the programmer to do a lot of things custom in a way that makes sense for that particular game. Tessellation in particular means that you're going to need a huge number of different shaders in order to efficiently draw a wide variety of shapes. No game engine is ever going to have everything that you might reasonably want. A game that wants to make use of the full power of what tessellation can do is going to have to recode so many things at such a low level that licensing a game engine might not be the best idea. Also, there is no DirectX 12 in the near future, and there might not be for quite some time. Other than better transparency options and Windows 7 support, it's not obvious what it ought to add that DirectX 11.1 doesn't already have. And it's not going to add Windows 7 support. |
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2/13/13 2:21:46 PM#49
Industry vet Monty Sharma and Gary Gannon talked about this exact topic on GameBreakerTV, starting at 9:04. http://www.gamebreaker.tv/video-game-shows/did-the-hero-engine-kill-swtor/ |
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2/13/13 3:34:08 PM#50
Originally posted by tiefighter25 It's true. If a game is running like sh*t, you have no way of knowing if that is the fault of the engine or the peope that wrote the code on top of it. Since this the only released game using that engine, how can you accurately blame the engine for anything? NGE killed SWG. Get over it like the rest of us did in 2005. |
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2/14/13 12:00:21 AM#51
Originally posted by ktanner3 Well, if you have Bioware fanbois saying they are the greatest game developers EVAH prior to the game's release, then obviously it can't be the Bioware code, it must be the engine. Duh. I mean, all you have to do is look at all the other MMORPGs developed by Bioware that can easily render large groups of players on the screen at the same time.....oh wait, nm. |
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2/14/13 1:42:07 AM#52
Originally posted by Gdemami I'll give you the benefit of the doubt on this (as I don't believe there is any one glaring problem like Engine Is Bad), but could you be more specific as to why you don't "play the engine." It may help some to understand. You want to throw away your money developing something stupid, go ahead. |
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2/14/13 1:53:43 AM#53
I am surprised that no one has brought up some of the other past failures associated with the hero engine. This engine has either killed or helped kill off a handful of mmorpgs. Faxion online being one of the more recent games to die from a combination of the engine and company problems. Nothing personal but when simutronics decided to not release their own game (for whichever number of reasons they gave)and instead sell out the engine to companies. That itself was a red flag. I have yet to see a game really flourish from this engine. In fact currently I think the engine itself has killed more games than are currently running or being worked on around it. Maybe that's why there is so much hatred for this engine?
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2/14/13 12:21:56 PM#54
I think the Hero engine in itself looks like it has great potential. Except for design choices that were unfortunate, I also found the worlds and characters in TOR to be visually pleasing. However, in the particular case of TOR, the performance leaves much to be desired when the engine is faced with tons of people gathering in one place. And that happens much sooner than in other games. |
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2/16/13 1:18:22 AM#55
Engine is a set of libraries you use for sw development. SWTOR is a product, engine is a tool used to create that product.
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2/16/13 1:38:57 AM#56
Originally posted by Gdemami You're splitting hairs. You are saying that the game engine is a only a developmnet tool to intergrate the various systems which allow the game to run. Well the game doesn't run well. So if the game engine is honky-dory, that could only mean the developers were incompetent in their usage of the game engine. Are you contending that the Alpha-Hero engine is great (despit Simtronics warnings) and Bioware just sucked at using it? |
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Zorgo
Hard Core Member
Joined: 12/05/05
Who did wrong? The advertiser hired to sell the game or the consumer who put faith in advertising? |
2/16/13 1:44:27 AM#57
Originally posted by SBE1 What? Where did one Bioware fanboi say 'bioware is great', it is the 'engine' that ruined it. No one threw the Hero Engine in front of the bus to save Bioware's reputation. Fanboi or not. If people were upset with the hero engine, they placed the blame squarely on Bioware's shoulders for purchasing it. However I agree with your point about Bioware never making an mmorpg prior; it does say a lot more about SWTOR's problems than the engine does, imo.
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Zorgo
Hard Core Member
Joined: 12/05/05
Who did wrong? The advertiser hired to sell the game or the consumer who put faith in advertising? |
2/16/13 1:47:03 AM#58
Originally posted by tiefighter25 could it be that the alpha-hero engine sucked AND Bioware sucked at using it, or at least sucked at optimizing it? |
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2/16/13 2:24:38 AM#59
I think I recall seeing somewhere that getting the hero engine allowed mutiple devs to work in the same enviroment at the same time, and that the reason Bioware went with the engine was to have the ablity to produce mass content faster than most other MMOs, but in the end all it allowed was those who put the money in the game used it to reduce cost, by cutting the development team and producing content at "the standard acceptable rate" as all other MMOs In the end in the simple terms is: 1) It takes 10 devs 5 months to produce X amount of content, reduced to: 2) 5 devs to produce the same amount of X content in 10 months (which is the usual time of all other MMOs averaged for example) Cut cost in half and new content comes out at the same rate of "expecations" of the average of other MMOs (aka at a snails pace) Moral of the story, if technology improves things, then it only imporves the wants of those who are the stronger, and not those of the weaker............. Business is not in the habit of making a profit, its in the habit of maximizing profit, it does this not by providing what consumers want, but merely what consumers respond to..... Thus we will see more of this repeated |
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2/16/13 2:40:34 AM#60
No, I am not. You are just oversimplifying a matter you have no expertize in, resulting in erroneous judgement. |
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