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Joined 1 year ago
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Cake day: October 4th, 2023

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  • It greatly depends on the applications.

    Porting Windows exclusive games to Linux is a small step as well, but most developers don’t do it because they cannot justify the additional QA and debugging time required to port them over. Especially since Linux’s market share is small.

    The reason Itanium failed was because the architecture was too different from x86 and porting x86 applications over required significant effort and was error prone.

    For RISC-V to even get any serious attention from developers, I think they need to have appx 40-50% market share with OEMs alongside ARM. Otherwise, RISC-V will be seen as a niche architecture and developers would avoid porting their applications to it.






  • What you described are game design issues. The art is always only as good as the artist who makes it and the Bethesda game design team are not very good (or perhaps Todd is a mediocre director since he is directly responsible for almost all aspects of the game).

    If you see how ENB and Sweetfx enhance the visuals you know that the engine is capable of much more. There is a mod called Enderal which is a total conversion of Skyrim that uses the same engine but improves the visual in almost all aspects: better models, better post processing, new game mechanics, etc. There is also a team working on porting Vampire The Masquerade Redemption to the Skyrim engine with all new assets (guns, etc).

    So basically Bethesda games being mediocre is due to a mediocre team and direction. Even if they start using Unreal their games will still be mediocre.

    Edit: Before someone points it out, I know that ENB is not a part of the Creation Engine, but an external postprocessor that hooks into the DirectX API and modifies the rendered output. I was just saying that Bethesda could use something like this to enhance the lacklustre visuals but they deliberately chose not to perhaps due to their artistic vision for the game.



  • No, I’m saying from having used the Creation Kit and I modding Skyrim and Fallout.

    I’m not defending the games or Bethesda. It’s their game design and narrative team’s fault, not the engine’s.

    Modders have been familiar with Bethesda’s engines since Morrowind (Netimmerse and then Gamebryo, which form the basis of the Creation Kit), which is why the modders are able to make mods pretty quickly for these games. I’d rather still have the community use this experience with future Bethesda titles for modding than use something like Unreal that does not have the same level of customisation and tools.