Earlier quoted context omitted.
In my experience, once organizations have enough history and size, they can't just pivot. Whatever happens within MS the organization makes it impossible for them to become anything other than what they've always been. Their MO will always be EEE and they'll always (attempt to) abuse their monopoly power, while giving corpos and consumers just a glimmer of hope to keep them strung along... Also any company they acqui…
>Also any company they acquire will be gutted until it looks like the rest of the org. I'm trying to think of a Microsoft acquisition which has been a success. Nothing comes to mind.
Microsoft fire idTech team at Id software
471–480 of 628 posts
Re: Microsoft fire idTech team at Id software
#472It's sad to watch corporate leadership try to fix problems with tactics that will only make them worse. MS bought successful studios who were successful precisely because their of unique technical and design culture. Now they plan to homogenise them into a content-creation blob that will churn out entries for existing franchises, using the same tools and approaches as the rest of the industry. Anything that was speci…
This is the thing that annoys me. They have the Fallout series hostage and moves like this sadden me because I can't expect the next game to particularly great when stuff like this happens.
Re: Microsoft fire idTech team at Id software
#473Earlier quoted context omitted.
Unreal’s limitation is that it doesn’t know how a shader will be used until it actually tries to render it on the target hardware. This is a trade-off to gain flexibility and rendering performance. The engine has to compile shaders on the fly when it is first used, which is fine if the shader is simple, but nowadays that usually is not the case. There are ways to make a player’s PC compile shaders before realtime pla…
Console vs PC is a red herring since UE games still stutter on consoles, people just notice that less because most games run at 30 fps anyway. You can read Unreal's own blog posts on this and they'll actually explain that this is mostly down to their material system (and game logic/scripts reaching into it) being designed to create nearly infinite shader variations on the fly in response to arbitrary world/game state…
Bundling and precompiling is not a fool-proof guarantee but it is very effective. Most often when a game has shader stutter the developers have not bundled or allowed the shaders to compile before gameplay starts (or it’s actually some other unrelated issue). The engine doesn’t do it automatically.
Re: Microsoft fire idTech team at Id software
#474On the same day they release the new Dark Ages DLC. The game industry continues to be brutal.
Re: Microsoft fire idTech team at Id software
#475Earlier quoted context omitted.
You can mix and match to some extent, though Nanite, Lumen and Megalights are intended to work together. Megalights really needs Lumen, and Lumen works best with Nanite. There’s the whole forward renderer path you can use instead, which works well on lighter hardware. Or you can use baked lighting instead of Lumen, and some people have created other realtime GI systems as plugins. You can’t really change the material…
You don’t need to flat out replace the render pipeline to get a wildly different look, a single new native render pass is very achievable (and if you have the skills to write your own renderer you absolutely have the skills to modify Unreal’s)
Re: Microsoft fire idTech team at Id software
#476Earlier quoted context omitted.
Blizzard's golden goose is WoW, and WoW is an ideal IP for a software company: you have people who have been playing it for two decades who will continue to pay a subscription no matter what. The hard work was done decades ago. id, on the other hand, has to keep making better and better new games every couple of years, and each one is a risk. There's a reason game companies want to move towards the digital-only subsc…
For me they are killing the goose. WoW has become quite soulless after the changes where everyone gets the same end game equipment but you have to grind upgrade currency to improve it. My wife and I used to play quite a bit but it doesn't really engage anymore. Perhaps we are getting too old, but we should be in the correct customer segment (mid 40 years old). Now I have spun up a local wotlk server with player bots…
Unfortunately, soul doesn't matter. The quarterly statement does.
Re: Microsoft fire idTech team at Id software
#477Earlier quoted context omitted.
Your first statement is wrong. The new Indiana jones game is not an FPS and it uses the same engine
I'm not wrong they forked the engine and it's the same studio that worked with the same engine before, id tech is made for fps it's clear.
3D Engines of that fidelity are rarely genre specific. Editors might be but the engines are often fairly flexible because most genres share a lot in 3D space.
Re: Microsoft fire idTech team at Id software
#478Earlier quoted context omitted.
However, is it easy to work with an undocumented IDtech engine? Even a previous generation, say Rage? I think it’s very hard.
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.
Arc Raiders runs phebomenal.
The engine is great. If games run terrible it's on the devs. Full stop.
Re: Microsoft fire idTech team at Id software
#479Earlier quoted context omitted.
Customers are willing to spend more money on it. How else do you define value?
For a game a reasonable definition of value might be based on how well people like it or how much it entertains then (as if that could ever be measured).
Re: Microsoft fire idTech team at Id software
#480Earlier quoted context omitted.
All of this is true and has been true for decades in the game industry. The other side of this seesaw is: Games are fundamentally in the novelty business. Players like some amount of familiarity, but they want new experiences. Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. The flat-ish shading and floaty physics of Unity is a particularly visible example of…
> Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. I think this is a bit of a myth. Unreal gets this criticism a lot, but it's usually because many studios choose to stick close to the rendering defaults, which does lead to a certain look. To that point, it's probably a lot cheaper to configure Unreal or Unity into a unique "grain" than it is to develop your…