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[PSU] Call of Duty: Ghosts doesn't use a brand new engine after all - Page 3

post #21 of 206
Quote:
Originally Posted by ZealotKi11er View Post

Not sure of i am correct but COD is one of the games that sell like crazy and makes tons of $ and they cant afford to make a new engine? What about the little guys?


I was thinking about this just now, but yes, what about the little guys. Every new engine change means that all the little guys that work for the game company to develop the engine would have to completely rewrite everything they've learned so far.
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post #22 of 206
$60
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post #23 of 206
Quote:
Originally Posted by doomlord52 View Post

Obviously.

Wait... so this means that Call of Duty 10 is essentially using a tweaked idTech3 engine? From 1999?

So the engine is older than most COD players? biggrin.gif



Also it's entirely possible to make a new engine (or an insane upgrade) in 2 years; Warning: Spoiler! (Click to show)
Cryengine 2 (Crysis) came out November 13th, 2007. The first version of Cryengine 3 was October 14th, 2009. That's 1 year, 11 months and 1 day, and we got:
DX11 (new render path)
Tesselation
Massively increased performance (1 million polies in CE2 caused epicly low FPS, CE3 it's no issue)
Irradiance
Real-Time GI (was baked in CE2)
Light volume (physical based sun-shafts rather than screen-based in CE2)
Massively improved particles (shadows, moblur, etc.)
Screen-space reflections (technically a cheat, but still)
Pixel-accurate POM (improved over screen-based in CE2)
SSDO (up from SSAO)
Deferred render (rather than forward rendering)
etc.

Meanwhile IW, with its near infinite money from CODXYZ can't managed to finally go to a new engine, and has to stick to one from 1999 because "its too hard" to make a new one.... Haaaaaa


What is PROBABLY is, is that they think the upgrade to 1080p will mean enough of a change that the CoD fans will be pleased. Why invest the extra money in actually making a new engine, when you could just increase profit margins by using what works.
what you forgetting is that IW developers can't find there computers for the first year because they are hidden in all the piles of money
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post #24 of 206
Well, Ubisoft was able to create a new engine for Assassin's Creed III (Anvil Next) that will work on current and next gen consoles. Honestly, when I read the news reports of Infinity Ward having a new engine for their upcoming Call of Duty game, I was already skeptical. The series already makes a lot of money using the aged modified engine for their previous titles. Call of Duty: Ghosts looks good, but it is nothing we haven't seen before. They are taking mechanics and features from Battlefield 3 and Medal of Honor 2010/Warfighter. I'm not saying they were the ones that started it first either.
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post #25 of 206
Quote:
Originally Posted by doomlord52 View Post

Also it's entirely possible to make a new engine (or an insane upgrade) in 2 years; Cryengine 2 (Crysis) came out November 13th, 2007. The first version of Cryengine 3 was October 14th, 2009. That's 1 year, 11 months and 1 day, and we got:
DX11 (new render path)
Tesselation
Massively increased performance (1 million polies in CE2 caused epicly low FPS, CE3 it's no issue)
Irradiance
Real-Time GI (was baked in CE2)
Light volume (physical based sun-shafts rather than screen-based in CE2)
Massively improved particles (shadows, moblur, etc.)
Screen-space reflections (technically a cheat, but still)
Pixel-accurate POM (improved over screen-based in CE2)
SSDO (up from SSAO)
Deferred render (rather than forward rendering)
etc.

Need some ice for that burn, IW?
    
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post #26 of 206
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post #27 of 206
Quote:
Originally Posted by Varjo View Post

Did you see the picture showing the fake sun rays? The engine is just using post processing to add fake effects.

Sun rays were added in COD4, they were just transparent/no collision patches that you applied a "sun ray" texture to, you could crisscross patches for a full effect from many direction when you looked upon the sun ray. From COD: World at War, they made them as effects that you could of put into your map, and specify the position, direction,size etc. After that we never got another map editor with the next games, but the implementation of the sun rays is basically the same, they are not generated by dynamic lighting within the engine.
post #28 of 206
Looks like they took a page out of Valve's book. Make huge amounts of money from one engine, then there's no motivation to make another engine.
Tell the consumers you can tweak the engine, but the whole time it's the same ole thing.

But people will continue to bash BF3/4 even though it's has everything a modern shooter needs, except what they personalty want. Keep moving the goal line folks.
Edited by WorldExclusive - 5/23/13 at 4:06pm
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post #29 of 206
Hahahaha too funny. Makes the Xbox One reveal presentation even worse biggrin.gif
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post #30 of 206
At least if it flops there's always Cod4 and MW2 smile.gif
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