PeacefulAnarchy wrote: »Single player and multiplayer games interact differently with their engines.
PeacefulAnarchy wrote: »Single player and multiplayer games interact differently with their engines.
I thought that may be the case, but didn't Runescape do something similar at one stage? Two different game clients communicating on the same server. Isn't the Unreal Engine slap on just a cosmetic ontop? Does it really need to touch the netcode?
tsaescishoeshiner wrote: »Maybe one day, but for now I'm happy that people with potato computers can run ESO. They're part of the community, and new computer parts are more expensive than ever, even in countries with better exchange rates.
Improvements for higher end players make sense, as well as a way to uninstall 4k texture packs for those who can't use them.
katanagirl1 wrote: »I haven’t ported code to a new engine but I do have experience in software. I don’t think you just “slap on” a new engine. It is the framework the rest of the code interacts with and is built upon, so it is a considerable amount of work to do.