In terms of engine technology, what ground is left to break?

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41 comments, last by TrianglesPCT 8 years ago


scaling parallelism, game engines nowadays just don't scale very well to the hardware without a lot of faffing about

This is a problem of the minimum spec machine.

On game consoles every machine has the same hardware spec. If you target PS4, you know every PS4 has the same memory and processor configuration and can take advantage of it.

On PC games you have someone running a reasonably-performing system from a decade ago (perhaps an E6200 or Q6600) next to someone with a brand new high-end machine from this year (perhaps an i7-6970). You can have someone with a low-end 2016 system next to a high-end 2016 system. The game needs to be built so that it runs reasonably well on the older machines within the minimum spec. Everything added beyond that is typically non-feature content: more shadows, more reflections, more particles, higher-resolution textures, higher-resolution models, etc.

There is an ever-evolving business decision that needs to be made. Supporting older machines means a bigger potential customer base, but at a cost to design and development work. By default most engines allow support of quite old hardware. You can increase your minimum spec if you want, but it requires work on your end rather than being something built-in to the engines.

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Engines by their nature, in computing and every other technology, become obsolete. I cant even pass my height maps and meshes straight over to physx in compute, let alone run a moba server that streams to compute on a gpu blade server where the cpu is just a marshaller. With regard to unity etc they are all limited in so many ways, just pick a topic and there are a dozen things they could do better. Its not their fault, you can be everything for all platforms without losing something. I guess people used to using others engines just cant think outside the boxes they sit in.

Well Unreal is based on java style design, and as such is slow, bloated, and hard to maintain(mountains of code, where each line does as little as possible).

Moving away from Unreal style engines would be a first step.

Also games that use the same engine seem very 'same same' to me, greatly reducing their appeal...

-Moving content creation to users

-removing the endless hacks

-engines that scale to near 100% hardware utilization on whichever platform they happen to be running on

-turing complete game worlds

-original visual designs, not just replicating reality

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