| ▲ | markus_zhang an hour ago |
| However, is it easy to work with an undocumented IDtech engine? Even a previous generation, say Rage? I think it’s very hard. |
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| ▲ | ActionHank an hour ago | parent | next [-] |
| How many UE5 games run even remotely well? I've not played one. Doom runs like butter on the switch. Might be hard to run, I don't know, but at least it was well made. |
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| ▲ | superxpro12 3 minutes ago | parent [-] | | The recent Hell Let Loose: Vietnam beta was a disaster. Particularly the networking. In a game that prioritizes long range engagements due to its mil-sim like gameplay, they somehow left enabled a feature that de-prioritized tick updates for elements beyond 100m. The overall effect was that, for all enemies further than 100m, their tick rate dropped to 1 update /s. It was laughable. But for what its worth, the graphics were nice. This however, was on a 4090. |
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| ▲ | sph an hour ago | parent | prev [-] |
| The entire 2000s FPS scene was built on variations on the Quake Engine. And it got us Half-Life. |
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| ▲ | markus_zhang 28 minutes ago | parent [-] | | I don’t disagree with that, but back then polygons are in the hundreds/low thousand, and now they have mega textures, huge models, which are simply too expensive to create. Not to say IDTech is alone in this, but I think not many companies can handle those things. And the engine is way more complicated nowadays — UE at least has a huge community and docs. I’m just an old man who prefers a much, much slower pace for the rendering engine. I wouldn’t mind that they grew so slow that we just got IDTech 4. |
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