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Why did SWTor choose the Heroengine?

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

Quantum's Avatar


Quantum
08.06.2012 , 03:52 PM | #61
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.
A lot of reasons I'd imagine. First Unreal Engine as good as it is, can't do some of the things Hero Engine can, this isn't speculation it is simple fact at this point in time. The problem is unless you have a basic understanding of how game development works these perks wont make total sense to you, but I'll give it a try.

Hero Engine was built for real time collaborative development, what's this mean? It means multiple developers can be working on multiple areas, the art guys can be uploading new art from Maya or what every they used, the World Builders can be building new planets, and QA and testers experiencing and testing additions without having to reboot and recompile the project after each block of changes is made, because the changes and additions are available in real time.

Think of it this way, You are an Art guy, you import new art, textures and models into the project, the World Builder has access to it as soon as it's finished importing, they use new textures and models etc. While they are doing this a different group is adding scripts for different mobs that another developer is using right away or are replacing information in scripts for placeholders with tags based on the new models that were just imported. Another guy is setting up spawn triggers and while all of this is going on QA and a few internal testers are checking things out and providing on the spot feedback.

The old way is each step is an independent process needing to be done one step at a time.

TheRealCandyMan's Avatar


TheRealCandyMan
08.06.2012 , 04:12 PM | #62
Quote: Originally Posted by Quantum View Post
A lot of reasons I'd imagine. First Unreal Engine as good as it is, can't do some of the things Hero Engine can, this isn't speculation it is simple fact at this point in time. The problem is unless you have a basic understanding of how game development works these perks wont make total sense to you, but I'll give it a try.

Hero Engine was built for real time collaborative development, what's this mean? It means multiple developers can be working on multiple areas, the art guys can be uploading new art from Maya or what every they used, the World Builders can be building new planets, and QA and testers experiencing and testing additions without having to reboot and recompile the project after each block of changes is made, because the changes and additions are available in real time.

Think of it this way, You are an Art guy, you import new art, textures and models into the project, the World Builder has access to it as soon as it's finished importing, they use new textures and models etc. While they are doing this a different group is adding scripts for different mobs that another developer is using right away or are replacing information in scripts for placeholders with tags based on the new models that were just imported. Another guy is setting up spawn triggers and while all of this is going on QA and a few internal testers are checking things out and providing on the spot feedback.

The old way is each step is an independent process needing to be done one step at a time.
So they decided to take shortcuts with a $200 million dollar budget? Brilliant!

Presbytier's Avatar


Presbytier
08.06.2012 , 04:32 PM | #63
I am just going to flat out say I like the overall art direction(although character customization is sorely lacking and I am not fond of the fact that every species uses the same base face models). I think that this game not only looks good but has an overall timeless feel to it so that in ten years(assuming this game survives past one) you will be able to look at it and not be totally depressed by how old it looks(i.e... WoW, but to be fair many of the new areas using DX11 look great; like the Wargen start zone). That being said this game has had some lag issues and I do not believe it has anything to do with the game engine and has more to do with their servers.
"Being a Jedi will involve making such life and death choices. You'll have to face terrible ordeals. It is very easy to become trapped into a corner with nowhere to go."―Ulic Qel-Droma

AshlaBoga's Avatar


AshlaBoga
08.06.2012 , 04:37 PM | #64
I don't know why they picked the HeroEngine (maybe they liked the name?).

But I do know that switching to a different engine would be a huge - but worthwhile - undertaking.

SWTOR with Unreal 3 anyone? *drools*
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Presbytier's Avatar


Presbytier
08.06.2012 , 04:43 PM | #65
Quote: Originally Posted by AshlaBoga View Post
I don't know why they picked the HeroEngine (maybe they liked the name?).

But I do know that switching to a different engine would be a huge - but worthwhile - undertaking.

SWTOR with Unreal 3 anyone? *drools*
Fine switch the engine, but it will be another 3 to 4 years and probably another 60 million to 150 million dollars before you will get to play it. I also don"t get the fascination with the Unreal Engine; it is hardly the best out there nor is it that impressive other than finely crafted tech demos. I personnely find id Tech 5 to be more advanced. That being said the engine is fine I imagine their server tech is the real culprit.
"Being a Jedi will involve making such life and death choices. You'll have to face terrible ordeals. It is very easy to become trapped into a corner with nowhere to go."―Ulic Qel-Droma

Sarfux's Avatar


Sarfux
08.06.2012 , 04:47 PM | #66
The people who say ToR or tOr or SwTOr or SWTor or sWToR have to be just doing it to get a rise outta people. Can't stand it.
Always be who you are, not what the galaxy wants you to be

dipstik's Avatar


dipstik
08.06.2012 , 04:48 PM | #67
for the record, PvP stopped on ilum because the pubs are cowards...

being out numbered means you get to kill more imps.

LordKOLZ's Avatar


LordKOLZ
08.06.2012 , 04:52 PM | #68
Quote: Originally Posted by TheRealCandyMan View Post
So they decided to take shortcuts with a $200 million dollar budget? Brilliant!
yeah it worked out really well for this failed game huh? lol

Arkerus's Avatar


Arkerus
08.06.2012 , 04:53 PM | #69
Quote: Originally Posted by AshlaBoga View Post
I don't know why they picked the HeroEngine (maybe they liked the name?).

But I do know that switching to a different engine would be a huge - but worthwhile - undertaking.

SWTOR with Unreal 3 anyone? *drools*

I don't think you live in the real world if you think it's worth it. Do you know anything about game development outside of "I heard the unreal engine is good"?
Hooning in the rex : http://youtu.be/xtXUM6yPMCY

Arkerus's Avatar


Arkerus
08.06.2012 , 04:56 PM | #70
Quote: Originally Posted by TheRealCandyMan View Post
So they decided to take shortcuts with a $200 million dollar budget? Brilliant!
Shortcuts have nothing to do with it. That's not even the point. He is talking about collaborative real time development. That's not a shortcut, thats modern development. cohesive team members working at the same time towards a common purpose is how modern games are developed.
Hooning in the rex : http://youtu.be/xtXUM6yPMCY