Do you really think Unreal Engine has been completely remade every version? News flash: it hasn’t. No game engine has. They all get upgrades to meet new demands over time.
But you clearly haven’t played a Bethesda game since the original release of Skyrim, or you’d have seen it.
Probably not really. Maybe some code, for some very basic systems that work perfectly fine, but likely not much. The same is true for UE, like the comment above says. There’s still some original UE code from the 90s in UE5 (and 6), and that’s totally ok. In fact, it’s smart. If it perfectly handles the job with no errors, changing it for the sake of change only creates opportunities to introduce new unknown bugs.
NetImense is late 80s but I digress. It’s the reason we are still stuck with framerate tied physics. (Shared rendering and physics per tic.). About 80% of it has been replaced with newer and better systems not counting the plugins and bolt-ons. But the bottom of the stack is still there supporting the rest of it.
It’s the reason we are still stuck with framerate tied physics.
No, it isn’t. There are plenty of engines that have had that issue and have fixed it over time. Bethesda could. The reason it still exists is because of either incompetence (which won’t be fixed by switching engines; if anything it’ll be worse for a while) or because it isn’t a priority.
I think you do not understand. All of Bethesdas games are frame rate physics locked because of netinense code that has never been replaced. It could be replaced yes but it has not been overhauled as it is a core system that many other systems are bolted onto
Netimense > Gamebryo > Geck > Creation kit same DNA .
There’s a reason all the 3d files are .nif Netimense Format
The point of this conversation is that they have upgraded the engine, as all engines are. It is not limited because it came from Netimerse. It’s limited because they haven’t fixed that issue. It can be fixed is the entire point of the discussion. They should not swap engines just because of the heritage, or all engines would have one version and then are abandoned.
It literally is limited because of the code from netimmense
Which was originally a MMO engine ties framerate to physics
They have updated the engine many times iirc. We are on creation kit 3 now so that’s about 8 major revisions since netinense
This is not an issue with the engine it’s an issue with the netimense code at the heart of the engine.
You have utterly confused me with your last bit, you do realize that the list I used were all engines bethasda has used all built upon the previous right.
Do you really think Unreal Engine has been completely remade every version? News flash: it hasn’t. No game engine has. They all get upgrades to meet new demands over time.
But you clearly haven’t played a Bethesda game since the original release of Skyrim, or you’d have seen it.
Netimmerse is still in there buried under all the spaghetti
Probably not really. Maybe some code, for some very basic systems that work perfectly fine, but likely not much. The same is true for UE, like the comment above says. There’s still some original UE code from the 90s in UE5 (and 6), and that’s totally ok. In fact, it’s smart. If it perfectly handles the job with no errors, changing it for the sake of change only creates opportunities to introduce new unknown bugs.
NetImense is late 80s but I digress. It’s the reason we are still stuck with framerate tied physics. (Shared rendering and physics per tic.). About 80% of it has been replaced with newer and better systems not counting the plugins and bolt-ons. But the bottom of the stack is still there supporting the rest of it.
No, it isn’t. There are plenty of engines that have had that issue and have fixed it over time. Bethesda could. The reason it still exists is because of either incompetence (which won’t be fixed by switching engines; if anything it’ll be worse for a while) or because it isn’t a priority.
I think you do not understand. All of Bethesdas games are frame rate physics locked because of netinense code that has never been replaced. It could be replaced yes but it has not been overhauled as it is a core system that many other systems are bolted onto
Netimense > Gamebryo > Geck > Creation kit same DNA .
There’s a reason all the 3d files are .nif Netimense Format
The point of this conversation is that they have upgraded the engine, as all engines are. It is not limited because it came from Netimerse. It’s limited because they haven’t fixed that issue. It can be fixed is the entire point of the discussion. They should not swap engines just because of the heritage, or all engines would have one version and then are abandoned.
It literally is limited because of the code from netimmense Which was originally a MMO engine ties framerate to physics
They have updated the engine many times iirc. We are on creation kit 3 now so that’s about 8 major revisions since netinense
This is not an issue with the engine it’s an issue with the netimense code at the heart of the engine.
You have utterly confused me with your last bit, you do realize that the list I used were all engines bethasda has used all built upon the previous right.