You might as well ask for a completely new game to be developed, since it is a massive* thing to take on.
If a new engine would require rather beefy hardware, my PC would not like that, since I have to play on the absolute minimal settings on 1080p currently.
- By massive, I mean nearly 100 GB of data to be handled.
As a few people have mentioned, that's not how game engines work. It's not like you can copy and pasting code into Unreal Engine 5 and therefore ESO will run in Unreal. That ask is making an entirely new game.
dragonlord500 wrote: »when that happens then perhaps the whole game will be opened up seamlessly without loading screens just like games like Black Desert Online and Genshin impact.
I am curious as to what they will do with Occlusion Culling, though. Maybe they can use that to eliminate some of the door transitions. I'd love to find out if it can be used to eliminate situations like what happened in Jorunn's basement in Windhelm.
dragonlord500 wrote: »Zos has made too much money on ESO and it's time for this game to be fully put onto a completely new engine and when that happens then perhaps the whole game will be opened up seamlessly without loading screens just like games like Black Desert Online and Genshin impact.
I am curious as to what they will do with Occlusion Culling, though. Maybe they can use that to eliminate some of the door transitions. I'd love to find out if it can be used to eliminate situations like what happened in Jorunn's basement in Windhelm.
Occlusion Culling is a feature that disables rendering of objects when they are not currently seen by the camera because they are obscured (occluded) by other objects.
dragonlord500 wrote: »Zos has made too much money on ESO and it's time for this game to be fully put onto a completely new engine and when that happens then perhaps the whole game will be opened up seamlessly without loading screens just like games like Black Desert Online and Genshin impact.
As a few people have mentioned, that's not how game engines work. It's not like you can copy and pasting code into Unreal Engine 5 and therefore ESO will run in Unreal. That ask is making an entirely new game. There are things that we can do like the next-gen overhaul we did for consoles a few years ago and work within the existing engine for some graphical improvements.
Tyrant_Tim wrote: »As a few people have mentioned, that's not how game engines work. It's not like you can copy and pasting code into Unreal Engine 5 and therefore ESO will run in Unreal. That ask is making an entirely new game. There are things that we can do like the next-gen overhaul we did for consoles a few years ago and work within the existing engine for some graphical improvements.
Have there been any talks about a sequel to ESO?
I’m sure if our paid cosmetics transferred over people wouldn’t be wholesomely opposed to it.
Tyrant_Tim wrote: »As a few people have mentioned, that's not how game engines work. It's not like you can copy and pasting code into Unreal Engine 5 and therefore ESO will run in Unreal. That ask is making an entirely new game. There are things that we can do like the next-gen overhaul we did for consoles a few years ago and work within the existing engine for some graphical improvements.
Have there been any talks about a sequel to ESO?
I’m sure if our paid cosmetics transferred over people wouldn’t be wholesomely opposed to it.
Heh. By the time they got such a thing to release state, none of us would be around to play it.
ArchangelIsraphel wrote: »I honestly don't understand why its a problem for some people that ESO isn't "seamless". Why should it be? Whats wrong with a two second loading screen between zones? It doesn't break immersion or cause any real problems, at least as far as I'm concerned.
SpacemanSpiff1 wrote: »seems simple enough. they can prolly bang it out in a week.
Tyrant_Tim wrote: »Have there been any talks about a sequel to ESO?
I’m sure if our paid cosmetics transferred over people wouldn’t be wholesomely opposed to it.
I am curious as to what they will do with Occlusion Culling, though. Maybe they can use that to eliminate some of the door transitions. I'd love to find out if it can be used to eliminate situations like what happened in Jorunn's basement in Windhelm.
Occlusion Culling is a feature that disables rendering of objects when they are not currently seen by the camera because they are obscured (occluded) by other objects.
Exactly. It is what "other objects" they create to take advantage of this that I am interested in.
Tyrant_Tim wrote: »...
Currently, the intention is to continue support for ESO for years to come. There are plenty more stories to tell.