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[GI] Treyarch defends Call Of Duty Engine - Page 2

post #11 of 180
Quote:
Originally Posted by Dronac View Post

It's not bad given it's age and what it can do with outdated Xbox 360 hardware, but I hope they move to something more powerful (assuming it's at it's limits as is) for next gen consoles.

i'm hoping for the new unreal engine. the previews of that so far are absolutely amazing.
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post #12 of 180
This is like Source and Gamebryo but more extreme, people complain about the age but completely ignore the fact that (For example) Gamebryo in Oblivion is very different and much more efficient than Gamebryo in Morrowind (For example)

Honestly, I kinda like their dedication to making sure we'll all get 60fps, but I still think have the ultra high maxed out settings that might get 60fps...If you have like GTX 690 QuadSLI.
    
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post #13 of 180
Well on one hand I can give them a hard time for using the same engine forever, on the other hand their main market hasn't upgraded since 2005 rolleyes.gif

Also: We need to consider using horsepower for good graphics vs good art.

Take the MOH Beta (Frostbite 2.0) on xbox 360 for example, it has a much more powerful graphics engine with better lighting and more realistic effects, but the trade off is that it has to have lower resolution textures, lower poly counts. COD uses higher resolution textures and relies on art to look as good as it can.

Does Frostbite 2.0 have better graphics? On PC absolutely. On xbox, technically, but only because it's more complicated. In my opinion it's simply a trade off and a different approach to looking as good as it can. COD will never look as good as frostbite has the potential to, like we see on our PCs, but I can't say it looks any better on xbox than COD.
Edited by un1b4ll - 10/10/12 at 8:52am
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post #14 of 180
I really don't mind. The underline code is idtech 3, though they really need to implement some of the old features IW locked out back when they switched to DX from OGL. Specifically snaps and packet rate being locked at 30/100 maxed. They need to either lock FPS @ 100, or switch to the QL model where snaps are set at 40, and FPS is capped at 125 (125 packets was the original hardcoded limit).

Games too inconsistent otherwise. You'll understand this if you've ever played quake 3 set with a high frame rate. While it isn't as noticeable @ 250 fps, physics become really distorted @ 333+. I believe a lot of gamers preferred 333 fps in COD4 since they were able to jump much further. I suppose I'm looking at this from a competitive view point though.
post #15 of 180
I like the engine, it is the same content over and over that made me stop playing .
Edited by duox - 10/10/12 at 8:53am
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post #16 of 180
Quote:
Originally Posted by Skylit View Post

I really don't mind. The underline code is idtech 3, though they really need to implement some of the old features IW locked out back when they switched to DX from OGL. Specifically snaps and packet rate being locked at 30/100 maxed. They need to either lock FPS @ 100, or switch to the QL model where snaps are set at 40, and FPS is capped at 125 (125 packets was the original hardcoded limit).

Games too inconsistent otherwise. You'll understand this if you've ever played quake 3 set with a high frame rate. While it isn't as noticeable @ 250 fps, physics become really distorted @ 333+. I believe a lot of gamers preferred 333 fps in COD4 since they were able to jump much further. I suppose I'm looking at this from a competitive view point though.

Agreed. A game's framerate should not affect physics simulation until below about 15 fps (a framerate which shouldn't happen anyway). Any game showing otherwise was poorly coded.

Source: Someone who programs physics simulations for games and game engines.

Physics simulations should be stepped independently from the rest of the engine, so that it can run at a fixed timestep, usually 30 or 60hz.
Edited by lordikon - 10/10/12 at 8:56am
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post #17 of 180
Quote:
Originally Posted by lordikon View Post

A game's framerate should not affect physics simulation until below about 15 fps (a framerate which shouldn't happen anyway). Any game showing otherwise was poorly coded.
Source: Someone who programs physics simulations for games and game engines.

Then I guess IDtech 3, 2, goldsrc and source are poorly coded.
post #18 of 180
I disagree with his following statement...
Quote:
we've ripped out the UI system, the rendering and the lighting are all new, the core gameplay systems are all new."

The UI, rendering and lighting are all asthetics and not the core gameplay.

I'm one of the few people here that enjoys the feel of COD (MW, MW2, BO, MW3) and dont think a lot of the core gameplay like physics, recoil, run speed, jump height, etc really need to be changed.
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post #19 of 180
Quote:
Originally Posted by Skylit View Post

Quote:
Originally Posted by lordikon View Post

A game's framerate should not affect physics simulation until below about 15 fps (a framerate which shouldn't happen anyway). Any game showing otherwise was poorly coded.
Source: Someone who programs physics simulations for games and game engines.

Then I guess IDtech 3, 2, goldsrc and source are poorly coded.

If they didn't detach their physics timesteps from the rest of the game, then yes, at least that part is poorly coded. Unless there was some pressing reason back then that prevented them from doing so.

What likely happened at the time is that there were no computers that could run the game at those extreme framerates, so they didn't bother to code for that case. Just as really old DOS games did not even use timesteps in their games, they just based everything on frames, which is why you now need DOSBox or MoSlo to slow down the games so that they run properly.
Edited by lordikon - 10/10/12 at 9:01am
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post #20 of 180
The engine is fine and is very well optimized. I don't really see what he's going on about? I don't see many people bashing the engine.

The engine isn't what's weak, it's the gameplay and content that has long been pretty bland and regurgitated in each sequel.
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