Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Hero Engine: why?


Sizzurps's Avatar


Sizzurps
02.16.2012 , 04:29 AM | #801
Quote: Originally Posted by Nocorras View Post
So? Most modern FPS games use a modified game engine from the 90s.

http://en.wikipedia.org/wiki/File:Qu...amily_tree.svg
Not true... the sturdy and robust engines used today are only similar in name only to their older counterparts. It's like saying that Windows 7 is just a modified version of Windows 3.1. Absolutely, not.

Unreal Engine 3
Cry Engine 3
id Tech 5

For instance, id Tech 5, uses a process known as "Virtual Texturing" supporting textures with resolutions up to 128,000 x 128,000 pixels. It also comes with id Studio. The way it processes and handles various assets is drastically different from its previous counterpart. It also comes with new tools and bundles.
"All war is deception.” - Sun Tzu

Madwooki's Avatar


Madwooki
02.16.2012 , 04:37 AM | #802
This is as good as it gets folks for this engine. This is why the 1st 3 battlegrounds are small scale so they could hide the problem. The person from BW that choose this steaming pile is no longer with them. Seems he is getting the last laugh. Most do not notice it till they get to a zone where more than 20 peeps are fighting and the game crawls to snail status.
300 million dollars are they pick a free engine: Go Figure!

DarkCarnage's Avatar


DarkCarnage
02.16.2012 , 05:21 AM | #803
Quote: Originally Posted by ZuperTrooper View Post
Bioware wanted to develop a MMO. That's fine...if they wanted a MMO, then why did they chose an engine that:

1) Cannot handle a 20vs20 fight without FPS and ability lag
2) Cannot handle many players in a specific zone without sharding and separating them
3) Cannot handle zone transitions without massive and oh-so-often reoccurring loading screens?
4) Has so much difficulty syncing ability animations with their damage/effect

I would really like to have these questions answered. Thank you!
i think most of this is how they programmed it not so much a limitation of the core.
1. this one not sure if a hero limit or just fault coding.
2. sharding was a choice they did to keep poepel fighting for mobs/items in the worlds lower so not hear alot of " dude this guy keep killing X i need for a a quest."
3. as in one, and could speed up as coding streamlined.
4. my animations vs effects pretty spot on, or at lest seem so to me. my ravage goes off as a click it and the animations seel to fit the timing.
Server: Shadow Hand ; Char: DarkCarnage SW
Guild: Hellions, i'm pretty easy to find, jsut follow the path of dead bodies, kocked up Sith ladies and crying Impiral soilders, bwhaahhaha.

Slapfight's Avatar


Slapfight
02.16.2012 , 05:39 AM | #804
Quote: Originally Posted by Sizzurps View Post
Not true... the sturdy and robust engines used today are only similar in name only to their older counterparts. It's like saying that Windows 7 is just a modified version of Windows 3.1. Absolutely, not.

Unreal Engine 3
Cry Engine 3
id Tech 5

For instance, id Tech 5, uses a process known as "Virtual Texturing" supporting textures with resolutions up to 128,000 x 128,000 pixels. It also comes with id Studio. The way it processes and handles various assets is drastically different from its previous counterpart. It also comes with new tools and bundles.
I think you mean Mega Texturing?

darthdoll's Avatar


darthdoll
02.16.2012 , 05:44 AM | #805
Quote: Originally Posted by Sizzurps View Post
Not true... the sturdy and robust engines used today are only similar in name only to their older counterparts. It's like saying that Windows 7 is just a modified version of Windows 3.1. Absolutely, not.

Unreal Engine 3
Cry Engine 3
id Tech 5

For instance, id Tech 5, uses a process known as "Virtual Texturing" supporting textures with resolutions up to 128,000 x 128,000 pixels. It also comes with id Studio. The way it processes and handles various assets is drastically different from its previous counterpart. It also comes with new tools and bundles.
Lol? if you knew anything about game development you would know we cannot use 128k textures. When developing? Yes you could. While playing? nope you cannot, max textures for games (PC) are currently 2048 x 2048, other than that its not worth the problem that 4068 x 4068 will cause.

darthdoll's Avatar


darthdoll
02.16.2012 , 05:47 AM | #806
Quote: Originally Posted by ZuperTrooper View Post
Bioware wanted to develop a MMO. That's fine...if they wanted a MMO, then why did they chose an engine that:

1) Cannot handle a 20vs20 fight without FPS and ability lag
2) Cannot handle many players in a specific zone without sharding and separating them
3) Cannot handle zone transitions without massive and oh-so-often reoccurring loading screens?
4) Has so much difficulty syncing ability animations with their damage/effect

I would really like to have these questions answered. Thank you!
1. Not everyone has that problem.
2. Guess what, WoW does this too, its called phasing... look it up.
3. Load screens? really complaining about load screens!!
4. What? No it doesnt.

Your welcome.

JustTed's Avatar


JustTed
02.16.2012 , 05:47 AM | #807
I don't feel like wading through 80 odd pages of this so...

Has anyone in this thread actually proven that the Hero engine is causing performance issues 'cause it's garbage, or is this just getting tossed around with no evidence? How do we know it's not, say, the way Bioware utilized the engine, or some odd compatibility issue with DirectX, or about a billion other things?

darthdoll's Avatar


darthdoll
02.16.2012 , 05:48 AM | #808
Quote: Originally Posted by JustTed View Post
I don't feel like wading through 80 odd pages of this so...

Has anyone in this thread actually proven that the Hero engine is causing performance issues 'cause it's garbage, or is this just getting tossed around with no evidence? How do we know it's not, say, the way Bioware utilized the engine, or some odd compatibility issue with DirectX, or about a billion other things?
Mostly "I dont like TOR so blame it on the engine". The hero engine is quite actually good.

Mandrax's Avatar


Mandrax
02.16.2012 , 05:49 AM | #809
Quote: Originally Posted by JustTed View Post
I don't feel like wading through 80 odd pages of this so...

Has anyone in this thread actually proven that the Hero engine is causing performance issues 'cause it's garbage, or is this just getting tossed around with no evidence? How do we know it's not, say, the way Bioware utilized the engine, or some odd compatibility issue with DirectX, or about a billion other things?
Nope, nobody has proved a thing. This thread is full of opinion presented as fact, and a LOT of speculation and conjecture.

It's also full of a number of armchair developers who should probably be starting their own companies as they seem to know more about software development than EA and BioWare.
Space, is big. Really big. You just won't believe how vastly hugely mindbogglingly big it is. I mean you may think it's a long way down the road to the chemist, but that's just peanuts to space...

Goretzu's Avatar


Goretzu
02.16.2012 , 06:00 AM | #810
Quote: Originally Posted by Mandrax View Post
Nope, nobody has proved a thing. This thread is full of opinion presented as fact, and a LOT of speculation and conjecture.

It's also full of a number of armchair developers who should probably be starting their own companies as they seem to know more about software development than EA and BioWare.


I'm not convince they don't know more about software development than EA at least.
Real Star Wars space combat please, not Star Wars Fox! Maybe some PvP and flight too?
Goretzu's Law: As an online discussion grows longer, the probability of a comparison involving "Entitled" approaches 1