What doesn't the engine used for skyrim allow for?

Post » Mon Jun 04, 2012 5:06 pm

So what doesn't this engine allow to happen?

Apparently the ability to show your character opening a door, pulling a lever or getting into bed.
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Nicole M
 
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Post » Mon Jun 04, 2012 12:03 pm

'Proper', 'dynamic' shadows and lighting. 'Dynamic' objects, e.g. moving hair.
It can do it, just not well. The shadows are really dynamic, but the periodic shifting for the sun direction was not the best decision.

It doesn't let you see out the windows of your house unless you want rain through the ceiling. Very 1994.
The rain through objects was sad indeed. I was so excited because I thought I read that it wouldn't happen.

More than 20 NPCs on screen :/
Ive had more. Your computer must not be powerful enough to handle the load of more then 20. But considering each NPC has unique AI packages, unlike the mob AI most games use, having 20 on screen is a major accomplishment.

Having a completely open world without any load screens. One day...
The engine can do this already, they just don't do it for performance reasons. Having all the NPCs from cities processing in the main world would kill most computers. Dungeons are put in their own cell to allow control over the atmosphere as well as allow better cluttering, If they were in the main world, they would have to cut down on the small fun details for performance reasons.

Apparently the ability to show your character opening a door, pulling a lever or getting into bed.
It can do this as well. There are mods for oblivion and fallout to show your character getting into beds. Its just a matter of adding a script to every door telling the player to play the animation before activating the object. Its not very different then the animations used for the crafting skills like forges and alchemy benches.
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suniti
 
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Post » Mon Jun 04, 2012 10:13 am

It doesn't let you see out the windows of your house unless you want rain through the ceiling. Very 1994.
Eh, without completely re-thinking the way they do weather and particle effects, this just isn't possible.
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Mrs. Patton
 
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Post » Mon Jun 04, 2012 4:17 pm

stopping snow/rain falling though the roof.



oh...wait....a modder fixed that for Morrowind.......wtf if wrong with you Bethesda?
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Everardo Montano
 
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Post » Mon Jun 04, 2012 1:37 pm

stopping snow/rain falling though the roof.



oh...wait....a modder fixed that for Morrowind.......wtf if wrong with you Bethesda?
But not for Oblivion unfortunately :(

A lot could be done by modders on Morrowinds primitive graphics engine. Since Oblivion it's made things a lot harder.

Compare Morrowind's Graphic Extender with Oblivion's. While Oblivion's is great work, it's basically just shaders. Morrowinds implements better distant land than Oblivion's, shadows, shaders, FPS settings, LOD, lights etc.
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cutiecute
 
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Post » Mon Jun 04, 2012 2:43 pm

But not for Oblivion unfortunately :(

A lot could be done by modders on Morrowinds primitive graphics engine. Since Oblivion it's made things a lot harder.

Compare Morrowind's Graphic Extender with Oblivion's. While Oblivion's is great work, it's basically just shaders. Morrowinds implements better distant land than Oblivion's, shadows, shaders, FPS settings, LOD, lights etc.

The particle effect rain/snow has been the same since Morrowind. The modder that created the morrowind code patch is a genisus at programming and he basically hacks his way into the game code to fix things that normal mods cant. I'm sure if he took interest he could fix it in later games, but he's still busy making the shadows and what not of morrowind look better.
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Kayla Keizer
 
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Post » Mon Jun 04, 2012 10:17 am

The particle effect rain/snow has been the same since Morrowind. The modder that created the morrowind code patch is a genisus at programming and he basically hacks his way into the game code to fix things that normal mods cant. I'm sure if he took interest he could fix it in later games, but he's still busy making the shadows and what not of morrowind look better.
He is a complete genius. But there's a reason why nothing similar has been able to be done for Oblivion.

Morrowind used NetImmerse, a rather primitive engine, which meant you could hook into it. Since Oblivion it's become progressively harder because of the mish mash of NetImmerse stuff, GameBryo stuff and Bethesda's own that's currently held together with masking tape and hot glue and called the Creation Engine. I can't see us getting anything like the Morrowind Code Patch, but with things like the CPU Optimisation Project we can still get some pretty neat things done.
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Lillian Cawfield
 
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Post » Mon Jun 04, 2012 10:26 pm

Ask yourself what gamebryo engine didn't allow to happen and you've got your answer
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Big Homie
 
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Post » Mon Jun 04, 2012 3:37 pm

ridable dragons
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Sara Johanna Scenariste
 
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Post » Mon Jun 04, 2012 3:46 pm

Circumcise yourself :banana:
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Lovingly
 
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Post » Mon Jun 04, 2012 4:02 pm

It doesnt allow you to adjust your aim for the trajectory of arrows like previous games. anyone else kind of annoyed at this?

your not the only one, this is the most annoying thing iv encountered in skyrim
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Marquis T
 
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Post » Mon Jun 04, 2012 8:25 pm

Your under a roof outside and the rain still goes through.
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Sheeva
 
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Post » Mon Jun 04, 2012 11:31 am

@ deadpeasant and Voice of reason

You can change this if you are on PC by adjusting the Skyrim.ini by changing

f1PArrowTiltUpAngle=2
f3PArrowTiltUpAngle=2

Change both of these to a lower number like 0.7 (that's what i use) so it will look like

f1PArrowTiltUpAngle=0.7
f3PArrowTiltUpAngle=0.7
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Tracy Byworth
 
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Post » Mon Jun 04, 2012 10:26 am

It doesn't allow a stable, polished game.
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Kira! :)))
 
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Post » Mon Jun 04, 2012 2:53 pm

it doesn't allow you to cut anything like that trailer from metal gear solid
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Steve Fallon
 
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