Siohwenoeht wrote: »It would need to be an entirely new set of code as I understand it. So best bet for an elder scrolls mmo on a different engine would be when/if they made eso2.
Afaik, Wow still runs the on the same engine but it has been modified over the years. They could probably do this and have certainly done some updating to the current ESO engine over the years, but just replacing the engine in whole would mean migrating all the player characters which would mean recoding them among other things to make it work.
Anotherone773 wrote: »They use a heavily modified( in house modified) version of the Havok engine. The game is typically built around the engine. You can upgrade the engine to a degree sort of like you can upgrade your pc to a degree. But it still limited to the tech it was built with for the most part. Also the engine was newish when they started using it. This game wasnt built in a few months, it was being built for a few years before release.
Replacing the engine is not really feasible and is not cost effective. Nor does the engine need to be replaced. What would be more likely is that they make ESO 2 with a newer engine set in a different time period and take away lessons learned( we hope) on this one.
As for your issue you assume it is the engine that needs to be fixed. The engine isnt that bad, ZOS just isnt very good at coding. You also rule out your PC/graphics card. If you are talking about the blur i think you are, that isnt the engine, that is just bad coding. And ZOS does fix things unless until they are a big problem. They havent figured out you cannot keep stacking new code on old bad code because it makes the new code also bad and the old code harder to fix. You need to fix the current problems before adding new problems code. I am hoping they learn by ESO 2.
Multiplayer != MMO. They're two completely different beasts, which generally require engines to be tailored specifically for each. Multiplayer games can afford to have more overhead in their netcode, while MMO's have to have very basic netcode because of the sheer scale of the entire thing. Then you have the client, then the servers, then the gameplay...
Yeah. While that Skyrim mod might outdo ESO as a generic multiplayer TES game, it simply cannot compete as an MMO.
Siohwenoeht wrote: »It would need to be an entirely new set of code as I understand it. So best bet for an elder scrolls mmo on a different engine would be when/if they made eso2.
Afaik, Wow still runs the on the same engine but it has been modified over the years. They could probably do this and have certainly done some updating to the current ESO engine over the years, but just replacing the engine in whole would mean migrating all the player characters which would mean recoding them among other things to make it work.
know anything about mmo coding and its economics? I am really curious as to what an engine swap would cost, compared to all that they spent on blur videos and continue to spend it seems...
Multiplayer != MMO. They're two completely different beasts, which generally require engines to be tailored specifically for each. Multiplayer games can afford to have more overhead in their netcode, while MMO's have to have very basic netcode because of the sheer scale of the entire thing. Then you have the client, then the servers, then the gameplay...
Yeah. While that Skyrim mod might outdo ESO as a generic multiplayer TES game, it simply cannot compete as an MMO.
Yes its very small, probably couldnt compete as an mmo, of course this is a small team project we are talking about, and it puts bethesda to shame.
Siohwenoeht wrote: »It would need to be an entirely new set of code as I understand it. So best bet for an elder scrolls mmo on a different engine would be when/if they made eso2.
Afaik, Wow still runs the on the same engine but it has been modified over the years. They could probably do this and have certainly done some updating to the current ESO engine over the years, but just replacing the engine in whole would mean migrating all the player characters which would mean recoding them among other things to make it work.
know anything about mmo coding and its economics? I am really curious as to what an engine swap would cost, compared to all that they spent on blur videos and continue to spend it seems...
No one that will reply in this thread can give you the answer you seek. To many variables that are not known.
As has been alluded to, there was a large number of programmers involved in building this game, a fraction of what currently works on the game. Still less than when Zos focused on finishing the port to consoles and even then Zos ceased developing the game for an entire year just to finish the console work.
It would also be more work than just updating the engine.
So it is not a small project for sure. That is all we can guess at.
Edit: and is it unrealistic, probably not in the estimated ROCE the business side would want to see.
Siohwenoeht wrote: »It would need to be an entirely new set of code as I understand it. So best bet for an elder scrolls mmo on a different engine would be when/if they made eso2.
Afaik, Wow still runs the on the same engine but it has been modified over the years. They could probably do this and have certainly done some updating to the current ESO engine over the years, but just replacing the engine in whole would mean migrating all the player characters which would mean recoding them among other things to make it work.
know anything about mmo coding and its economics? I am really curious as to what an engine swap would cost, compared to all that they spent on blur videos and continue to spend it seems...
So is "switching engines" unrealistic? I kind of think for all they spent and continue to spend on blur videos that Zenimax might have tried something like this instead, or is that a hill that is really to steep to climb?
Multiplayer != MMO. They're two completely different beasts, which generally require engines to be tailored specifically for each. Multiplayer games can afford to have more overhead in their netcode, while MMO's have to have very basic netcode because of the sheer scale of the entire thing. Then you have the client, then the servers, then the gameplay...
Yeah. While that Skyrim mod might outdo ESO as a generic multiplayer TES game, it simply cannot compete as an MMO.
Yes its very small, probably couldnt compete as an mmo, of course this is a small team project we are talking about, and it puts bethesda to shame.
Siohwenoeht wrote: »Just for clarification, the physics, animation and behavior are based on Havoc, everything else is Hero.
@Casowen
I did find on Hero's website that you too could download the engine and develop your own mmo for only 99.00usd per year...
Red_Feather wrote: »I don't know what's involved. Other games I've played have updated their engine over the years, such as warframe and path of exile and black desert. But I believe in those cases they were heavily modified and not replaced.
If your like me, you thought this game looked perfect on paper, but playing it intitially was under whelming, especially compared to more modern running MMO's that came out not long after like black desert online for instance. For me going to an engine like say unreal 4 would just be what would make the game perfect. However eso also feels like something of the long aftermath of a series of EA mmos that notoriously did bad because they tried and failed to copy WOW, such as return of the reckoning and swtor, with universes that share alot in common too. For me, all the art and textures of the current ESO is just great, but the engine just kills it for me since I like the way other games like Shadow of war, warframe, or essentially games with a real physics engine, and black desert online, and FFXV are a great example, nevermind waiting on Ashes of Creation.
So is "switching engines" unrealistic? I kind of think for all they spent and continue to spend on blur videos that Zenimax might have tried something like this instead, or is that a hill that is really to steep to climb?
Siohwenoeht wrote: »Just for clarification, the physics, animation and behavior are based on Havoc, everything else is Hero.
Multiplayer != MMO. They're two completely different beasts, which generally require engines to be tailored specifically for each. Multiplayer games can afford to have more overhead in their netcode, while MMO's have to have very basic netcode because of the sheer scale of the entire thing. Then you have the client, then the servers, then the gameplay...
Yeah. While that Skyrim mod might outdo ESO as a generic multiplayer TES game, it simply cannot compete as an MMO.
Yes its very small, probably couldnt compete as an mmo, of course this is a small team project we are talking about, and it puts bethesda to shame.
nafensoriel wrote: »Actually registered to answer this.
First off let us establish some things..
1] An engine is not something you can simply change. In fact, you really can't change it. Think about excel spreadsheets and document compatibility. If you work with nothing but data its just a delineated text document. It's a non-simple task to transfer that data but it's within the realm of possibility. The instant you add in a macro or any form of special formatting you start having to build bridges between these two formats. Same with engines. The data you use to create the game world is fairly exclusive to that world. The character data is also mostly exclusive. You can port it but the manhours required(thus cost) start to scale to stupid levels and that's BEFORE you even start coding things that CANT be ported like zones and scripts.
2] An engine isn't what you read on the internet. Everyone and their brother screamed that Creation Engine is "old" when FO76 was released. It's the same age as the current Unreal engine. Engines change with every product release by nature. This is mostly due to the fact that once you start laying the foundation(levels, scripts, etc) you can't really change the engine without possibly screwing over all the work you've already done or inducing performance penalties as you have to build those "bridges" mentioned previously.
Think about an engine like roads. Everyone who doesn't understand them thinks they are the cars on the roads(cars are scripts) but all an engine lets you do is perform a task. Is it easier to change a car or a road?
3] ZOS uses a version of HERO that was essentially rewritten. Hero is in itself is a very powerful engine(and yes engines are cheap to buy relative to the cost of a game) that is built entirely around multiplayer games and large world sizes. When a company "rewrites" it they take the core design and push, pull, and rip out anything that doesn't apply to their project while adding elements that do apply. The reason a studio might do this over making their own engine is simple time(thus cost) and not needing to reinvent the world when someone else does mostly what you want already. Practically what you end up with is a new engine which can be interacted with HEROs previously existing(and powerful) tool sets.
4] Changing an engine DOES NOT and WILL NEVER make a game instantly "better". An engine is a TOOL used to do a thing. Just like a hammer is useless without an arm an engine is useless without a script. Scripts ARE the games along with art and well a huge host of other data. The "features" one engine may have over another MUST be coded for... From scratch. This is because the tool has changed and your use of it must change. You don't swing a screwdriver as a hammer do you?
There is a little demon in the room called tech debt, however. As your code ages, it becomes far more time and effort(thus cost) to change elements of it. Eventually, you reach a point where you just have to start over. With the age of modular coding, this doesn't mean the end of the game, however. In the 90s when tech debt happened you just dropped the title and renamed the new version 2. In today's world of coding, you can just gut THAT PART of your code and rewrite it. It doesn't eliminate tech debt but it does prolong the life of a game far longer than previously.
To answer your question finally after establishing those points...
It would cost more than the original development budget ESO had... and it would do nothing to upgrade the game.
Most of the features you see in those other engines can probably be bolted onto ESOs version of Hero. If they haven't its probably due to tech debt, the features not representing the vision of the developers, or the features not representing a return on investment for the game.
(Exception: FFXVs engine is custom to the extreme and has the backing of billions. ESO isn't in the league so its unfair to compare the two)
Anotherone773 wrote: »If you are talking about the blur i think you are, that isnt the engine, that is just bad coding. And ZOS does fix things unless until they are a big problem.