Well, supposedly its running the original Oblivion engine to manage the gameplay and such, but piping all the graphical rendering to Unreal 5. So maybe its huge because it has 2 separate game engines? I’m sure running both of those is going to be so performant too.
Probably true, I just wanted to dunk on Bethesda some more. Really, blending parts from various engines and frameworks is de rigueur for modern development.
Most game engines are actually composed of several subsystems working together. Commonly you’ll have a renderer (translates art and geometry into 3D graphics), a sound system (managing channels, dynamic music cues, sound effects), physics and collision (given positions and velocities of things figure out how those should change), scripting, net code for multiplayer, and then each game will have various specific subsystems.
Like Oblivion has a massive system for managing dialogue: what NPCs say, what responses you have, how stats and items influence that, what audio voice clips are attached to each written line. All of that could still work with basically no changes.
Well, supposedly its running the original Oblivion engine to manage the gameplay and such, but piping all the graphical rendering to Unreal 5. So maybe its huge because it has 2 separate game engines? I’m sure running both of those is going to be so performant too.
The Ninja Gaiden II remake was the same setup and runs fine. If anything, it’ll run poorly because it’s an open world Unreal 5 game
Probably true, I just wanted to dunk on Bethesda some more. Really, blending parts from various engines and frameworks is de rigueur for modern development.
That’s possible? You can mix game engines?
all the gameplay logic runs one one thing and all the graphics instructions get interpreted into something the new engine understands
Most game engines are actually composed of several subsystems working together. Commonly you’ll have a renderer (translates art and geometry into 3D graphics), a sound system (managing channels, dynamic music cues, sound effects), physics and collision (given positions and velocities of things figure out how those should change), scripting, net code for multiplayer, and then each game will have various specific subsystems.
Like Oblivion has a massive system for managing dialogue: what NPCs say, what responses you have, how stats and items influence that, what audio voice clips are attached to each written line. All of that could still work with basically no changes.