limitedaccess
Supreme [H]ardness
- Joined
- May 10, 2010
- Messages
- 7,592
Not sure exactl how the ID tech 5 will pan out (if it's used, i'm sure they said they weren't using it for oblivion). But anyway, the mega textures are not on ingame objects like the characters and objects. So neither of those will be effected. Remember the ID pretty much invented modding, so will probably have a quite obvious route to add your own junk to it. Like ID tech 1 2 3 and 4. It will probably come with modding tools or similar. Both bestheda and ID are known for their mod friendlyness, so hopefully that is a good sign.
The megatextures, though for the whole level, might allow supplimentary textures for add-ons. It doesnt hold the entire texture (several GB) in memory at the same time, it streams off disk. So that might allow you to add new areas, with new texturing, or have sub levels within the level (like indoor parts, tunnels) that use their own textures and only add the doors to the game grid. Or if you wanted a new building add it as an ingame object ontop of what is already there.
I'm not saying iD tech is a bad game engine, how it does things has a lot of advantages. One being mega texturing from what I understand theoretically allows much more detailed textures over game worlds given the same memory requirements, one can obviously see how this is a major advantage since iD is pushing to expand to consoles and mobile devices (more memory limited). But one of the tradeoffs from what I've read (even in interviews with the devs) is there might be limitations in terms of modding.
that gta engine is pretty epic, dynamic animations through euphoria and the lighting system is truley standout being able to stay dynamic on such a wide scale you should be grateful you even get 40 fps in that situation, I think making proper NPCs in that is very possible it just dosnt suit GTAs context.
but fuck they could at least add proper lighting to the gamebyro engine, a much more dynamic system and i could stomach another gamebyro for the time being
The graphics was not what I was referring to. A lot of people have issues with Oblivion (FO and etc.) having broken game play due to scripting issues. The reason this happens if you think about is how open the actual game world is. Take GTA 4 for instance, while the game environment is open, the actual game play is it? Each mission and story segment is fairly closed off, in that they do not intersect/interact with one another. Basically they each take place in there own closed box essentially. This why I brought up Stalker, another game series that is somewhat open in the same way, and it also has scripting issues with the missions/npcs/quests. All these issues are then compounded since the game has to handle third party content.
For everyone else if you notice some of the points actually being brought up in this thread, you will see why leaving the game open to modding is actually the best solution. Different people have differing opinions on various game play elements (example: fast travel), all of which right now are highly customizable to taste. How many other games can you think of like this?
I suppose my main point is there is more to consider from a game engine from a development and end product stand point then what will make the game look the best on high end systems. You can infer this obviously by how not everyone is simply rushing to license Cryengine 2 and the 4A engine (Metro 2033).