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  1. #5
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Rydin View Post
    I could copy/paste huge polygonal models in Unreal, CryEngine, Id Tech, Anvil.... Its more a matter of design choice than engine flaw.... People should stop blaming this one on the engine.... They decided to make huge, seamless, high texture, high polygon zones... and when they realized it would reduce performance significantly (as it would with ANY current engine) they came up with the (not so original) solution to copy/paste objects to save resources (As well as development costs of time needed to actually create diverse landscapes that size)
    And I understand that. But I can't help but notice that every game developed with the crystal tools engine uses heavy cut and paste of large areas and terain, as if the tool was spesificly made to create tilesets with high detail. After all, the engine was advertised as allowing SE to better create worlds for modern game systems, and I can only guess being able to simultaniously load similar geometry and textures at the same time would have something to do with that.

    I'm just hoping this next engine allows them to be a little more dynamic in their world design. Maybe having the engine geared more towards geography painting rather than large blocky tilesets. And maybe they can learn that areas don't need to be so large, expecially when it serves little other purpouse than to resort to large tiles, make the player take more time walking anywhere, and to bog down the prosessing speed.
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    Last edited by Gramul; 08-30-2011 at 03:19 AM. Reason: typos