this post was submitted on 02 Sep 2023
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wait so even for this game supposedly their magnum opus they didn't change the god damn engine??
Bethesda is never ditching gamebryo
It's provably the oldest engine still in triple A use, unless you count the Quake 1 code still around in bits of HL:Alyx
I think the WWE 2k Yuke's engine is older and was around for longer. It was around from 1999 to 2019, but I don't think it's in use anymore? I think NaughtyDog still uses some kind of scripting language that's been around since the first Jak and Daxter.
There's also Telltale who've used the same engine since I think 2005? And also there's the Build Engine from 1995 that occasionally gets new games, like Ion Fury.
Isn't call of duty using code based of the quake 3 engine? Or some kinda idtech engine
Based on idtech 3, so Q3
At least rebuild it with performance in mind and modern seamless world design. There's so much that could be improved that are straight up just engine problems. They could rebuild with exactly the same capabilities but with an understanding of what mistakes were made with it.
And on top of that they can improve the mod scene by designing the new engine around the limitations that this engine creates. In particular the incredibly bad script-lag it has.
Gamebryo is enternal. Gamebryo was there at the beggining. Gamebryo will be there at the end.
Video game engine equivalent of Marge Simpson's cashmere dress
There's no reason to ditch it entirely, they've replaced most of its components over time so it's something of a ship of theseus at this point. People continuously insist that they're being held back by its technical limitations. I've specifically been told that their engine can't handle ladders in the past, yet somehow those made it into Starfield. Not to mention how they managed to add functioning netcode and client-server architecture to the engine for Fallout 76. Most people saw 76's release as an absolute shitshow (and it was) but anyone who has worked with netcode would appreciate that it's a miracle that it worked as well as it did, because nothing they started with was ever designed with network synchronization in mind at least for over a decade.
If they took something like Unreal and modified it so they can do the same things as with their current engine they'd likely run into similar performance issues if they were attempting the same scope. All of the stuff like persistent objects in cells that are essentially signature to their games (instead of just having a few interactable objects in each cell) will be somewhat computationally expensive no matter what engine they're implemented on.
That's funny. I was just noticing how jank the ladders are inside ships.