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Why did SWTor choose the Heroengine?

STAR WARS: The Old Republic > English > General Discussion
Why did SWTor choose the Heroengine?

SNCommand's Avatar


SNCommand
08.06.2012 , 07:09 AM | #41
Quote: Originally Posted by Goretzu View Post
RvR was effectively removed from the game, it wasn't that people just stopped RvRing on Ilum, they specifically removed it in 1.2.
As I remember it people stopped showing up on Ilum sometime before 1.2, they finally decided then that because there were no one fighting on Ilum they removed the 30 armaments quest to stop the weapon crate campers to earn PvP commendations trough no PvP at all

Patch 1.2 did lessen the need to fight on Ilum, but people stopped showing up to fight long before those changes were made
Quote: Originally Posted by Ben "Yahtzee" Croshaw
Personally I would slap Georges hands away from the editing desk, give him a colouring book and then remake the entire prequel trilogy so that Darth Vader uses the force to win breakdance competitions and chokes to death anyone who utters the word midichlorians.

Divona's Avatar


Divona
08.06.2012 , 07:14 AM | #42
Quote: Originally Posted by March View Post
Here we go again....

http://www.heroengine.com/2011/11/he...eets-starwars/

Have a nice read,it's all there.
Thx, i havent seen full article before.

Quote: "Soon the deal was done – soon meaning after months of painful negotiations and many weeks of meetings with teams of engineers who examined every line of our source code and interrogated our engineers. We were concerned over their making major changes to our engine, but we loved the size of the check that came with the deal."

I came into conclusion what actually happened. EA took over Bioware later when Bioware itself started developing game already. And it seems to me that one guy and some head developers actually made biggest faulty decision in MMO history (the total cost of game and IP they had)?

Game was very raw unfinished according to Idea Fabrik (owner of this engine). Also major modification had to be done to fully fit new SW game into this engine. And now we all know the outcome of it. Bioware developers i cant say failed but wasnt able to optimize engine for final product.

Seems to me it doesnt matter how much voice hours or texture graphics development time has gone into this project the outcome was predictable in year 2011 or little before that.

So Bioware knew game engine was very raw and not documented or ready for production, yet they were confident they can do major changes into game engine and make it run good in year 2011/12. Ouch.
The Division Dev:
I will say this. Video games have a business side as well as the creative side. This is necessary to function and only time will tell what the future of the game is.

Diet-Hutt's Avatar


Diet-Hutt
08.06.2012 , 07:19 AM | #43
The game was definitely unfinished.

It didn't even have what the standard MMO's inevitably implemented into their games over the years to make game play more fun and easy.

What's worse is they release certain things with these updates that should have been around at launch...and are like *Fireworks "LOOK YOU NOW GET GROUP FINDER!! LOOK YOU DON'T HAVE TO TAKE A MILLION ELEVATORS AND SHUTTLES ANYMORE! *Fireworks

Come on guys...

- DH
"Wow, remind me to hide my headgear."

Goretzu's Avatar


Goretzu
08.06.2012 , 07:23 AM | #44
Quote: Originally Posted by SNCommand View Post
As I remember it people stopped showing up on Ilum sometime before 1.2, they finally decided then that because there were no one fighting on Ilum they removed the 30 armaments quest to stop the weapon crate campers to earn PvP commendations trough no PvP at all

Patch 1.2 did lessen the need to fight on Ilum, but people stopped showing up to fight long before those changes were made

Well YMMV but on the 2 servers I was playing it was largely the general server population crash that killed Ilum, although the fact it couldn't handle big battle had reduced the numbers attempting to fight before then.

But right up until they removed it, you could usually find a fight there, albiet it a smaller one.
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

Nemhauser's Avatar


Nemhauser
08.06.2012 , 07:23 AM | #45
Quote: Originally Posted by Fyda View Post
SWTor looks kinda bad, it looks like WoW pretty much with the difference that WoW has better lighting, shadows and less pixels.
And stopped reading there.

Arlbo_Nabbins's Avatar


Arlbo_Nabbins
08.06.2012 , 07:30 AM | #46
Quote: Originally Posted by Divona View Post
Thx, i havent seen full article before.

Game was very raw unfinished according to Idea Fabrik (owner of this engine). Also major modification had to be done to fully fit new SW game into this engine. And now we all know the outcome of it. Bioware developers i cant say failed but wasnt able to optimize engine for final product.
You should note that everything in that article refers to things that happened in 2005. Of course the game was unfinished and raw, it was in the very early stages of development. Almost all licensed engines need to be worked on by game developers.

vandana_'s Avatar


vandana_
08.06.2012 , 08:02 AM | #47
Quote: Originally Posted by Arlbo_Nabbins View Post
You should note that everything in that article refers to things that happened in 2005. Of course the game was unfinished and raw, it was in the very early stages of development. Almost all licensed engines need to be worked on by game developers.
Well, shame that "hundreds of engineers" couldn't make it any better than it was back in 2005.
V'ox

jarjarloves's Avatar


jarjarloves
08.06.2012 , 08:05 AM | #48
Quote: Originally Posted by Fyda View Post
Hi!

Well yea, I'd like to hear some inputs on idea why they took this engine At first I thought it's because it's hard to render 20+ individual characters at the same time and the Heroengine could take it. But after playing Ilum we all know that this isn't true. HD 6870, I5-2500k, 12 GB Ram and an SSD gave me 5-15 FPS.

Is it because it looks amazing? Well nope, it doesn't. it looks really bad.I mean, Tera Online also can't handle 20+ characters but at least it looks freaking amazing. Also Battlegrounds work fine in Tera Korea. No FPS-problems around. SWTor looks kinda bad, it looks like WoW pretty much with the difference that WoW has better lighting, shadows and less pixels.

So, why did Bioware took the Heroengine, what you think? Money? Star Wars with Unreal Engine would have been freaking amazing.
Hooray another arm chair developer.

"General Forums you will never find a more wretched hive of scum and villainy, we must use caution"

Lt_Latency's Avatar


Lt_Latency
08.06.2012 , 08:08 AM | #49
Quote: Originally Posted by jarjarloves View Post
Hooray another arm chair developer.
Well the real developers need to get out of bed and prove the their engine can do something large scale. They can easily get people to stop worrying about this by making a large scale warzone.

People think these things because Ilum lag like crazy, they gave up on it and there are no large scale warzones.

Divona's Avatar


Divona
08.06.2012 , 08:17 AM | #50
Quote: Originally Posted by Arlbo_Nabbins View Post
You should note that everything in that article refers to things that happened in 2005. Of course the game was unfinished and raw, it was in the very early stages of development. Almost all licensed engines need to be worked on by game developers.
Are you referring game itself or the engine they took? I was pointing out to the engine itself. It wasnt ready for that massive scale production even documentation wasnt ready. Ok Bioware was bold and took over the half finished product back then. Sadly we know what we got now in final product.
Ive seen some articles about Hero engine in present day and it is alot more optimized. The Elder Scrolls Online will be using same engine but as far i know it was more optimized and developed than this engine Bioware uses. They are different from each other due to Bioware made major changes into game core (article describes that) and Idea Fabrik was concerned what will be outcome of this.
It is very likely Bioware made too many core changes into game engine and wasnt able to fully optimize it and running it with high quality without loosing performance in massive scale (Disabled High Quality textures on launch in silent). Or they understood too late that it cant be done anymore, reason why we dont have massive scale battles or major populated places lag alot... food for thought.
The Division Dev:
I will say this. Video games have a business side as well as the creative side. This is necessary to function and only time will tell what the future of the game is.