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[PSU] Call of Duty: Ghosts doesn't use a brand new engine after all - Page 4

post #31 of 206
Surprise surprise more recycled garbage for CoD....
post #32 of 206
From technical perspective, Source was updates with less effort then COD engine, COD2 before release showed pictures of ALPHA footage/photos where they used Dynamic Shadows on the world, where in final product, it was just cooked shadows after the map was compiled. They implemented that in COD4 (November 5, 2007), while Valve put world dynamic shadows in Portal 2 engine( April 18, 2011). As much as I love Valve, their upgrading of the Source engine is horrible. The limits that bugged it from 2003, are still mostly present to this day, while COD engine lets you use ALOT of models, grass, trees, prefabs etc. while Source games cant handle the same amount of detail, and objects/models, that's why most of their games are just brush walls, with no proper terrain editing, that's why there's no super detailed terrains in Source games, and no super detailed environments.
post #33 of 206
Quote:
Volker said that it would be “impossible to develop a new engine from the ground up in a two years cycle,” adding, “What we do is we say, ‘okay what are the things that are significant and that we would say that are encompassing of the engine or its visual quality? Are those being upgraded in a significant way? Alright, then I think that warrants that we’ve got a new engine on our hands’”.

You've had since CoD4 to push out a new engine. :|
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post #34 of 206
Quote:
Originally Posted by WorldExclusive View Post

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.

Quote:
Originally Posted by HYPERDRIVE View Post

From technical perspective, Source was updates with less effort then COD engine, COD2 before release showed pictures of ALPHA footage/photos where they used Dynamic Shadows on the world, where in final product, it was just cooked shadows after the map was compiled. They implemented that in COD4 (November 5, 2007), while Valve put world dynamic shadows in Portal 2 engine( April 18, 2011). As much as I love Valve, their upgrading of the Source engine is horrible. The limits that bugged it from 2003, are still mostly present to this day, while COD engine lets you use ALOT of models, grass, trees, prefabs etc. while Source games cant handle the same amount of detail, and objects/models, that's why most of their games are just brush walls, with no proper terrain editing, that's why there's no super detailed terrains in Source games, and no super detailed environments.
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post #35 of 206
In other news today, top government officials publicly stated that water is in fact wet.
post #36 of 206
Quote:
Originally Posted by HYPERDRIVE View Post

From technical perspective, Source was updates with less effort then COD engine, COD2 before release showed pictures of ALPHA footage/photos where they used Dynamic Shadows on the world, where in final product, it was just cooked shadows after the map was compiled. They implemented that in COD4 (November 5, 2007), while Valve put world dynamic shadows in Portal 2 engine( April 18, 2011). As much as I love Valve, their upgrading of the Source engine is horrible. The limits that bugged it from 2003, are still mostly present to this day, while COD engine lets you use ALOT of models, grass, trees, prefabs etc. while Source games cant handle the same amount of detail, and objects/models, that's why most of their games are just brush walls, with no proper terrain editing, that's why there's no super detailed terrains in Source games, and no super detailed environments.

Yah I'm kinda seeing the perspective here, Valve and their Source engine seemed to be a one-time thing. It offered a huge advance, but I also have to say it was based off the Quake engine as well, just modified. Let's talk about cars here, that's like taking a single engine, modifying the outerlying parts like exhaust, heads, whatever, and calling it your own engine. That doesn't work.

Call of Duty is more like taking that same engine, not modifying it, but building upon it. That's kind of what I'm seeing here. But with that said, possibly what they were referring to with the new "engine" was the fact that they may have actually modified the source of the actual engine this time, instead of doing rehashes of rehashes. I, personally, can't wait to see the answer to that question. I really hope they did take a good look and maybe modify segments of the code, then the game would be awesome IMO, but this whole "new-engine" deal is kind of out of hand. Not sure who is talking in the video, or who is even developing the title, but it would be great to see someone actually doing work.
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post #37 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; 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.

this is all you need in the face!!!

we are pc gamers we have to request the best becouse our hardware can take it!
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post #38 of 206
I think the thing here is, CoD is a shooter. For a shooter to be good, obviously it has to have good shooting mechanics. I personally think CoD 4 had the best mechanics out of any shooter I've played. It just felt natural. Assuming you had good connection, every bullet hit, and the recoil felt right. I think they're reluctant to upgrade because if they DO make their own engine, they can screw up one of the most fundamental parts of an FPS. I've seen plenty of games that I just can't play for extended periods of time because I just don't like the way it handles. Sad to day, but I'm looking at BF3 >.> (My opinion).
post #39 of 206
For as old as the engine is, it does look nice. That being said, it's time for something new.

They have made so much money off this franchise, I don't get why they don't just buy rights to use the latest Unreal engine. Hell, they could develop a new engine in 1 year with all the money they have, just have a 24/7 sweat shop.
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post #40 of 206
I feel like the video in the OP took what he said out of context.
Here is the full interview, if anyone wants to make an opinion based off of more than what the maker of the video in the OP wants you to see:
They start talking about the engine at arround 3:40
http://youtu.be/ciRQ0XsPoQs
Also, When asked what the engine was built on, he said that it was originally based off of the quake engine, but they've done "so many new engines and overhauls, that I'm not sure if any of it still even exists."
Edited by GunSkillet - 5/23/13 at 4:58pm
    
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