Sylvermynx wrote: »
What you see with the Skyrim mod isn't remotely comparable to an MMO in quite bluntly any capacity./snipsnip
"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.”
― Robert E. Howard
Rain_Greyraven wrote: »
You're essentially asking if you can switch the foundation to your house...
I'm curious why you're asking.
Ok, your argument makes sense in regards to the engine being most everything, and I dont know what was changed in comparison to the original hero engine, so this begs the question, can hero engine be modified or rewritten some more to have a more Unreal Engine/Black desert/shadow of war style of play? I dont quite buy the argument that it would cost in the range of 100's of millions of dollars, given what is currently going on with skyrim online, but that truly isnt an mmo has as been said, and it would just constitute a series of small servers that are each customized to individual mods. However as you said, the engine is everything, so do you think you know enough about the current eso engine to say that its possible to be modified again to go to a different style that would be similar to changing engines, but without actually changing engines? Adding a Physics script would be essential in what I am suggesting, or would that totally break it?
I suppose the real reason I am excited for co-op skyrim is because I can just see someone transferring most or all the quest, textures, animations, dialoge, etc from eso to a skyrim server, though I am not sure how realistic that is also. I like the better styling of ESO, but prefer the mechanics of something sort of like skyrim.
Sylvermynx wrote: »You're essentially asking if you can switch the foundation to your house...
I'm curious why you're asking.
IRL... here where I live.... there have been very good reasons to "switch" a house's foundations. Some of the houses here were built in the mid 1860s. Today, they're not really viable foundation-wise if people are wanting to live in the house full time. And it's not only the foundations - it's the plumbing, electrical, HVAC (if any) and so on. The people next up the hill from us bought a house that was built in the mid-60s.... and spent over $250k bringing it up to current code.
Even our house (built in 1984) needs a couple hundred k to really make it "better". But you know.... I'm too old (not to mention husband) and money's too tight....
So yeah. Houses are kind of chump change when it comes to retrofitting, if comparing to an MMO. The housing foundation retrofits were in the neighborhood of $150k each. I figure just based on what I know of how things cost me for fixes to websites and so on (I still run a few client sites, though I don't do much of the background work any more - I sub it out), changing ESO to a whole new engine would probably not come in at less than $2 mil - and that would be a low-ball estimate.
And then they would have to tell everyone that no, they couldn't port characters to the new engine. And the fallout from that would be unbelievable.
Probably not going to happen.
Sylvermynx wrote: »You're essentially asking if you can switch the foundation to your house...
I'm curious why you're asking.
IRL... here where I live.... there have been very good reasons to "switch" a house's foundations. Some of the houses here were built in the mid 1860s. Today, they're not really viable foundation-wise if people are wanting to live in the house full time. And it's not only the foundations - it's the plumbing, electrical, HVAC (if any) and so on. The people next up the hill from us bought a house that was built in the mid-60s.... and spent over $250k bringing it up to current code.
Even our house (built in 1984) needs a couple hundred k to really make it "better". But you know.... I'm too old (not to mention husband) and money's too tight....
So yeah. Houses are kind of chump change when it comes to retrofitting, if comparing to an MMO. The housing foundation retrofits were in the neighborhood of $150k each. I figure just based on what I know of how things cost me for fixes to websites and so on (I still run a few client sites, though I don't do much of the background work any more - I sub it out), changing ESO to a whole new engine would probably not come in at less than $2 mil - and that would be a low-ball estimate.
And then they would have to tell everyone that no, they couldn't port characters to the new engine. And the fallout from that would be unbelievable.
Probably not going to happen.
Yeah, they update them here too, even "lift" houses off them due to flooding, but that's essentially what it is. Seems small, but the work involved is massive, and certainly not cheap. Many times you're better off rebuilding and starting new.
It wouldn't be difficult to port characters honestly, all it is is data in a database. Models and such might be different but stats/gear/ect.. would be very easy to convert. The cost though, I'd take your estimate and multiply it by 10 at a very minimum.
Game engine doesn't determine a style of gameplay. Actually, you're able to make any kind of gameplay. Look at games made with Unity and Unreal: there're all kinds of gameplay styles, and visual styles, and so on. Though, some engines provide better tools to create certain mechanics and genre-related features, they usually don't limit devs in terms of gameplay.
E.g., when devs make fake-non-target combat, it's not because of engine, but it's their vision of the gameplay of their game. Another example: when they don't make parkour, it's not because of engine (most likely), but because they don't think the game needs this feature.
And ESO already has physics controled by probably the most popular of physics engines - Havok. All movements of your character and your mounts are controlled by this physics engine; walking, jumping, sliding and collisions are controlled by Havok.
Again, if ESO doesn't let you carry and throw objects, it's not because of engine nor it's physics simulation capabilities, devs just don't think this features is needed.
Yes and No.is "switching engines" unrealistic?
MLGProPlayer wrote: »They would need to make a new game. You can't "change" an engine.
ZOS is currently working on a new IP. Let's hope they've gone with a modern engine for that game (hopefully UE4).
Yes and No.is "switching engines" unrealistic?
Without getting too technical here... Game Engines are essentially just the Dirt Patch which you build your house on. Sure, you can 'move' your house to another location but that would require an excess amount of resources that would end up just costing more then actually rebuilding the house. So from a strictly price point perspective it's not worth it and unrealistic.
Yet when looking at this from a Architect/Geologist point of view you can see issues with the location which you've decided to build said house on which aren't very noticeable until further inspection, stuff like building a house ontop of a Supervolcano or finding out that the foundation is poor soon afterwords are perfect (but abit drastic) examples of needing to find another location for ones home.
Yes sometimes its worth switching Locations for ones home but other times it's not. As for me, I'm not a fan of the HeroEngine foundation as there are faults with it that does restrict the game. Sure converting over to a new engine like the Unreal Engine would 'improve' the game but that wouldn't solve all this games issues as it'll only affect a 'small' part of it like your performance during largescale PvP meanwhile everything else would prob just be given a graphical update later down the line. Things like the Balancing and such won't be fixed with such a change though as those are more of a building issue and not a foundation one.
Game engine doesn't determine a style of gameplay. Actually, you're able to make any kind of gameplay. Look at games made with Unity and Unreal: there're all kinds of gameplay styles, and visual styles, and so on. Though, some engines provide better tools to create certain mechanics and genre-related features, they usually don't limit devs in terms of gameplay.
E.g., when devs make fake-non-target combat, it's not because of engine, but it's their vision of the gameplay of their game. Another example: when they don't make parkour, it's not because of engine (most likely), but because they don't think the game needs this feature.
And ESO already has physics controled by probably the most popular of physics engines - Havok. All movements of your character and your mounts are controlled by this physics engine; walking, jumping, sliding and collisions are controlled by Havok.
Again, if ESO doesn't let you carry and throw objects, it's not because of engine nor it's physics simulation capabilities, devs just don't think this features is needed.
To my understanding, the "physics in this game are purely pre animated using havok like in other hero engine games such as swtor, which has no physics engine, and neither are the physics convincing in this game in my opinion. You cannot tumble rocks for instance.
If its possible to steer the direction of the current engine to something more like what you get in BDO, shadow of war, etc, then I would be all for that, and hence changing engines really then wouldnt be necessary, but the principle of my question remains the same, but would best be reworded to something like "What would it take to make the current engine be like, oh say BDO".
The engine itself isn't responsible for the art direction, the assets themselves are what give you the flavor.
For instance, this game could have underwater and also have flight, it would require the entire thing to be reworked.
http://hewiki.heroengine.com/wiki/Particle_effects
http://hewiki.heroengine.com/wiki/Water_Tutorial
how to create flying spaces
http://hewiki.heroengine.com/wiki/Area_architecture
Game engine doesn't determine a style of gameplay. Actually, you're able to make any kind of gameplay. Look at games made with Unity and Unreal: there're all kinds of gameplay styles, and visual styles, and so on. Though, some engines provide better tools to create certain mechanics and genre-related features, they usually don't limit devs in terms of gameplay.
E.g., when devs make fake-non-target combat, it's not because of engine, but it's their vision of the gameplay of their game. Another example: when they don't make parkour, it's not because of engine (most likely), but because they don't think the game needs this feature.
And ESO already has physics controled by probably the most popular of physics engines - Havok. All movements of your character and your mounts are controlled by this physics engine; walking, jumping, sliding and collisions are controlled by Havok.
Again, if ESO doesn't let you carry and throw objects, it's not because of engine nor it's physics simulation capabilities, devs just don't think this features is needed.
To my understanding, the "physics in this game are purely pre animated using havok like in other hero engine games such as swtor, which has no physics engine, and neither are the physics convincing in this game in my opinion. You cannot tumble rocks for instance.
If its possible to steer the direction of the current engine to something more like what you get in BDO, shadow of war, etc, then I would be all for that, and hence changing engines really then wouldnt be necessary, but the principle of my question remains the same, but would best be reworded to something like "What would it take to make the current engine be like, oh say BDO".
Ok, let me reword it then, can the current hero engine be "suped up" to run more like something you would see in say BDO? Im not a fan of the current hero engine foundation either, whether its the lack of a physics engine or just that "last decade" style of mmo as I call it. I want to say the long answer to this question is just simply no, but I could be wrong.
You keep saying that you eant it to run more like BDO. What do you mean by that? Are you talking about the graphics, the combat? Do you just want cape physics?
All of those should be possible on the hero engine given enough time and money. At the end of the day, unless what your suggesting fits ZOS' idea of what ESO should be I don't see them spending time and money to make it happen.
nafensoriel wrote: »Ok, let me reword it then, can the current hero engine be "suped up" to run more like something you would see in say BDO? Im not a fan of the current hero engine foundation either, whether its the lack of a physics engine or just that "last decade" style of mmo as I call it. I want to say the long answer to this question is just simply no, but I could be wrong.
Thats oddly a very complex question with a very simple answer.
Yes.
but...
It might require exponentially more work than one might expect.
--Could the ESO art team drop 1.5m poly models into the game tomorrow?
Yep. I highly doubt the engine would care or even need an upgrade to do this.
However, it would also probably be incapable of running at any reasonable performance.
Now the question becomes can you adjust other things to get that performance back into spec? FFXV is capable of pushing an absolutely absurd amount of polygons per second but to do that it needs to get that performance back in other categories. Its a perfect counter comparison to development choices.
FFXV Example
ESO Murkmire Example
In one image we see developers who want the absolute best single quality imagery they can get. To get this they have to leave the image space fairly empty though and reduce polygons anywhere there isn't an "active focus". In some ways, this works great. High poly grass doesn't really matter when you are riding a horse and its flying by at 25mph for an example. The main challenge is that your world is very very empty looking. BDO suffers from this in many aspects as well.
In the other image, we see developers more interested in the world telling part of the story. The image space is filled with innocuous and frankly "useless" to a gameplay perspective item like mugs, traps, barrels, plants, etc. The density of ESO cities is actually really high compared to just about anyone else due to this focus. It's more comparable to a scene in witcher3 with the number of innocuous items laying around just for effect. It's equally as performance intensive but you can't have any one element be extremely taxing to do this. Your compromise is immersion for graphical fidelity.
ESO can increase its graphical fidelity yes. The engine will do whatever the art team throws at it in many cases. The users' performance won't, however. So for a moment put yourself in their shoes and become the lead developer. Decide if you want a main character who is physically gorgeous and one or two mobs who are equally as gorgeous but they all sit in a room that's basically a box... or do you want the fully immersive "the world tells a story" setting ESO currently gives you?
You keep saying that you eant it to run more like BDO. What do you mean by that? Are you talking about the graphics, the combat? Do you just want cape physics?
All of those should be possible on the hero engine given enough time and money. At the end of the day, unless what your suggesting fits ZOS' idea of what ESO should be I don't see them spending time and money to make it happen.nafensoriel wrote: »Ok, let me reword it then, can the current hero engine be "suped up" to run more like something you would see in say BDO? Im not a fan of the current hero engine foundation either, whether its the lack of a physics engine or just that "last decade" style of mmo as I call it. I want to say the long answer to this question is just simply no, but I could be wrong.
Thats oddly a very complex question with a very simple answer.
Yes.
but...
It might require exponentially more work than one might expect.
--Could the ESO art team drop 1.5m poly models into the game tomorrow?
Yep. I highly doubt the engine would care or even need an upgrade to do this.
However, it would also probably be incapable of running at any reasonable performance.
Now the question becomes can you adjust other things to get that performance back into spec? FFXV is capable of pushing an absolutely absurd amount of polygons per second but to do that it needs to get that performance back in other categories. Its a perfect counter comparison to development choices.
FFXV Example
ESO Murkmire Example
In one image we see developers who want the absolute best single quality imagery they can get. To get this they have to leave the image space fairly empty though and reduce polygons anywhere there isn't an "active focus". In some ways, this works great. High poly grass doesn't really matter when you are riding a horse and its flying by at 25mph for an example. The main challenge is that your world is very very empty looking. BDO suffers from this in many aspects as well.
In the other image, we see developers more interested in the world telling part of the story. The image space is filled with innocuous and frankly "useless" to a gameplay perspective item like mugs, traps, barrels, plants, etc. The density of ESO cities is actually really high compared to just about anyone else due to this focus. It's more comparable to a scene in witcher3 with the number of innocuous items laying around just for effect. It's equally as performance intensive but you can't have any one element be extremely taxing to do this. Your compromise is immersion for graphical fidelity.
ESO can increase its graphical fidelity yes. The engine will do whatever the art team throws at it in many cases. The users' performance won't, however. So for a moment put yourself in their shoes and become the lead developer. Decide if you want a main character who is physically gorgeous and one or two mobs who are equally as gorgeous but they all sit in a room that's basically a box... or do you want the fully immersive "the world tells a story" setting ESO currently gives you?
I will be honest, I am at something of a lose for words in what I am trying to explain. Yes graphical fidelity and story is important, but what I am really trying to emphasize is that tactile environmental feedback I would get in say BDO, FFXV, warframe, etc. Im not disputing eso's world density, but it lacks that finite play-ability in games that I mentioned, partly due to having an environment with a constant physics engine. I do think this game could have both the immersion and fidelity I am saying, but given the politics, the engine will ever be enhanced again to compete with BDO or FFXV in the area of environmental tactileness simply because zenimax are not interested in that, mainly due to the history of making this game, and the fact that the current engine just isnt efficient enough like DX11/12 applications, or exponentially more work as you called it. If it where me, I would have focused my resources on this over blowing money on blur video. That failed hard with swtor in the eternal empire saga