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Joined 3 years ago
Cake day: July 1st, 2023
  • I disagree. That part is actually a somewhat reasonable business (though partially held up by public funds through contracts). The issue isn’t what part is profitable. The issue is what part is getting all the investment and speculation. SpaceX was probably still overvalued for a space company, but they were doing something with measurable tangible value. The AI side is pure promise, and it’s only speculation, and the speculation is wild. It’s valued higher than something that’s actually making profit.

  • literally is limited because of the code from netimmense Which was originally a MMO engine ties framerate to physics

    It’s a problem that needs to be solved, but it isn’t a hard limitation. Limitation implies it’s something that can’t be changed. Also, it isn’t because it was an MMO engine. It was incredibly common at the time. It was simpler to have one thread that handles physics and game logic in sequence. Almost every engine did this. I’m pretty sure Unreal Engine was this way to start with. If you say the engine is bad because it has this then Unreal Engine is also bad.

    This is not an issue with the engine it’s an issue with the netimense code at the heart of the engine.

    What? Code is not bad because of where it comes from.

    You have utterly confused me with your last bit, you do realize that the list I used were all engines bethasda has used all built upon the previous right.

    This conversation is about an engine being bad because of its heritage. Yes, they’ve built on the engine, as they should. You should almost certainly not write an engine from scratch. You’ll just write the same code that already exists again because 90% of the functionality is the same and already there. You think it’s bad because some old code exists. That’s a stupid position to hold. That doesn’t make an engine bad, and it can all be modified to fit modern requirements.

  • You’re right on the first paragraph (though it sounds like it’s pulled from Wikipedia). The last one is a tiny subset of engine upgrades possible. Another is, for example, different rendering methods. FO4 added support for PBR textures, which doesn’t improve performance and only changes graphics, but it adds new capabilities. The same would be true if they add raytracing support now, or many other things. Another possibility is adding a similar technology to Nanite on UE. There are tons of graphics only improvements that could be made.

    Anyway, there’s no way to know what they’re doing. Yeah, they’ve been disappointing, but you don’t know anything. You have no information on what’s being done, and you seem to not actually know what an engine upgrade could be.