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Wiki gamebryo engine
Wiki gamebryo engine














Look at the seemingly random vertices that are connected diagonally across the entire model. If you want to test this for yourself, go into any moderately graphically detailed area in oblivion, open up the console (~) and type twf (toggle wire-frame). Second, NIF's own limitations: This may be an issue with how Bethesda designed most of the models, or an unfortunate artifact of model optimization, but the wireframes for NIF objects in Morrowind/Oblivion/Fallout look like complete and utter shit. I don't know how Bethesda pulled it off, but I pity the graphic designers who had to work with that awful format. There would always be something wrong with them. Often, models exported wouldn't work no matter what. There were all sorts of ways to fix the problems that the exporters had (involving using yet another program called NifScope to manually add texture or collision information) but this was often a convoluted and painful experience. You could essentially choose between "export with Blender and get working collision models" or "export with 3DS and get working textures". Exporting to the format is a pain in the ass with both Blender and 3dsMax '10. Basically, it boils down to support for the format and the innate shortcomings of the format itself.įirst, support for NIF: almost non-existent. That way the customers get what they want, while the developers get to keep using the platform they've had experience using for the past decade. If the people who wanted a new engine are fooled by a change in name, then make the fools happy. I think that Bethesda did change the name for PR reasons. That's not to say that Skyrim isn't a great advancement as well, but Skyrim's development has been more focused on optimisation (more Objects on screen, more detailed objects, getting more out of the hardware) and quality increases (better implemented animation) than additions of new technology.

Wiki gamebryo engine upgrade#

Personally, I think that's a more significant upgrade that what Skyrim will be showing. Plus, it was the first true multi-platform iteration of the series. Distant LOD, fully voiced conversations, NPC's interacting with one-another, NPC's moving between cells, with purpose, NPC's having actual lives (as opposed to being animated billboards), normal mapping, dynamic shadows, animated trees and grass, physics all new features and technologies added to Oblivion that Morrowind wasn't capable of supporting. It's a step-up, sure, but every version before now has also been a step-up.Īrguably, the biggest advancement in technology and the most worthy iteration of a new name was the step-up between Morrowind and Oblivion. The only real difference now is that the name has changed. The fools don't know what an engine is.Ĭreation engine is a modified version of Gamebryo, in the same way that Fallout 3 was running on a modified version of Gamebryo, as was Oblivion, and Morrowind. I find it hilarious to see people who look at Skyrim and say "Thank god they got rid of Gamebryo". Anyone who says that Bethesda needed to get rid of Gamebryo doesn't know what they're talking about. Like the engines that powered Fallout 3, Oblivion and Morrowind before it, it's a custom-tailored engine.Īnd that's not a bad thing. There's nothing particularly new about the "Creation Engine". Every time they make a game on the engine, they're updating it internally, adding new technologies (first and third party), features and capabilities.

  • Elder Scrolls Reading Club (Community Playthrough)īethesda has been continually working on and updating their internal 'version' of the Gamebryo engine for 10 years now.
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  • wiki gamebryo engine

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    Wiki gamebryo engine