Mr.House wrote...
Other sandbox games show more characters on screen along with other stuff going on with little issues when properly optimized, so yes this is a Bethesda issue. Bethesda needs to either learn to create a engine or just use a already exsisting engine that is stable and works.
Like what exactly? GTA V or something? If so, those NPCs are probably not even nearly as detailed as what exists in Skyrim, they probably do not utilize as many scripts and/or AI packages as Skyrim NPCs do. In fact if you observe Skyrim closely, you can see almost every NPC has their own AI package, scripts, triggers, etc. Most NPCs are unique, interactable and detailed, even if some of them only have a few lines.
While I agree that they should get an engine change, Gamebryo is just too old, even if they make offshoots of it, changing engines might also cause complications, particularly for modding. I hate to say it but BioWare is right in this, licensing fees might end up being too expensive if they end up switching to CryEngine or Unreal. Thankfully, since Bethesda acquired Id, it seems they're going to be using an engine based on Id Tech 5 for Fallout 4 and hopefully everything else and as a bonus Id also made modding a possibility in RAGE so we can expect that to be a possibility in future Bethesda games.
Nonetheless, the limitations that exist today, exist because of consoles not because of the engine. The engine was made towards consoles, the game already has about 10000 scripts embedded into itself and according to my experience and a bunch of other people, running too many scripts in Skyrim will kill the engine, regardless of what platform is being used. The engine was made that way because of consoles and I doubt using another engine would change anything, yes maybe it would make things stable, but even if they resorted to using CryEngine or Unreal, there's only so much they can do. The approach they use to make most NPCs unique is going to tax consoles regardless, I doubt any engine can expand the resources a console has available. It is already a 32 bit program and because of that we have to deal with a memory limit which was originally no more than 2GB until they patched it to 4GB but not really because the engine can't exceed more than 3.1GB RAM without crashing.
Consoles are the problem, its not the engine, had they developed the engine for PC and as a 64 bit application most of these issues would not exist, you'd have your more populated towns and probably other stuff. Take Civil War Overhaul for example, a mod which is a lot of cut content from the Civil War that never made into the final game because consoles couldn't handle the many scripts and other features that it has.
People can call it a cop-out or blame it on the engine but the fact is that consoles are also a big part of the reason why some stuff doesn't exist in Skyrim. If PCs were the main market, the engine would have been designed differently, the developers would have had access to better technology and resources but it wasn't. It surprises me to see that people blame the engine when it is known that this is not a problem unique to Skyrim, most games suffer from it in one way or another. Maybe Skyrim doesn't have enough NPCs but I can assure you that other games are also cutting corners in some way or another, take for example Hitman Absolution, in which areas begin to be sealed off as you move forward, a limitation that Skyrim doesn't have. I'd prefer to have a few detailed, interactable and interesting NPCs over sealing off dungeons, or having a mass of cardboard cutouts like DA2 had.
We can expect that to change with Xbone and PS4 but not really, eventually it will lead up to the same stuff all over again when those consoles become obsolete and they're already inferior to midrange gaming PCs.
Modifié par Splinter Cell 108, 05 décembre 2013 - 05:07 .