Bubba Brown wrote:-game was made with the unreal engine, on a console
UE3 is a fine engine. The Engine isn't what's stifling the game, it's the hardware, the PS3. The track record for the engine is pretty damned good.
Best Product or Service
NCTA - 2012 GÇô 2012
Best Product or Service
NCTA - 2012 GÇô 2012
Best Tools Provider
2012 Develop Industry Excellence Awards GÇô 2012
Best Taste of Next-Gen
GamesRadar, E3 2012 Important Stuff Awards GÇô 2012
Coolest Tech
IGN, Best of E3 2012 Awards GÇô 2012
Best Tech
Game Informer, Best of E3 2012 Awards GÇô 2012
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2011
Top Industry Driven Tech of the Year
NCTA GÇô 2011
Best Game Engine
Develop GÇô 2011
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2010
Best Game Engine
Develop GÇô 2010
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2009
Best Game Engine
Develop GÇô 2009
Best Tools Provider
Develop GÇô 2008
Top Industry Driven Technology of the Year
NCTA GÇô 2008
Hall of Fame
Game Developer Magazine Front Line Awards GÇô 2008
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2007'
Best Technology
Game Developer Choice Awards GÇô 2007
Outstanding Achievement in Online Game Play
AIAS Interactive Achievement Awards GÇô 2007
Outstanding Achievement in Visual Engineering
AIAS Interactive Achievement Awards GÇô 2007
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2006
Best Graphics (Technical)
GameSpot GÇô 2006
Best Graphics:Reader's Choice (Technical)
GameSpot GÇô 2006
Best Graphics
Spike TV Video Game Awards GÇô 2006
Best Graphics
TeamXbox GÇô 2006
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2005
Best Graphics Technology (Xbox 360), Technological Excellence
IGN GÇô 2005
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2004
You don't win multiple awards 8 years consecutively for nothing you know.
Let me try to explain it to you.
When the system tries to run a game like say COD or BF3, it has to take into consideration a few things and open up "packs" that contain these things so they can be used in the game. These include the different weapons, different attachments, kill streaks, and a couple perks that might affect your characters physical performance. Then when in game, the system calculates the actions done by and to the "actors" in game.
Example: Speed
Actor 1 has no sprint boost therefore speed = 1
Actor 2 has sprint boost so therefore he moves at speed = 1.25
Actor 3 has squad sprint boost therefore actors 1,2,3,4 speed = 1.25
And that's the culmination of any deciding factors for speed.
Each actor only really has 2 variables for speed, and only 3 variables to decide how it's enabled.
Example: Recoil
Actor 1 has no foregrip therefore weapon kick = 1
Actor 2 has foregrip therefore weapon kick = 0.75
And that's the culmination of any deciding factors for recoil on a weapon.
Each actor only has 2 variables for recoil, and only 2 variables to decide how it's enabled.
Now think in terms of Dust's pack size. It has to load in packs that contain over 100 different weapons, and eventually each could have different attachments, vehicles each with dozens of weapons and over 100 modules that affect their performance and survivability, each one fitted uniquely, dropsuits that have over 100 different modules that affect your performance and survivability, again each one fitted uniquely, and 100's of skills, each different for each player, several of which have to be used in conjunction with the skills of the other players and calculated accordingly on the fly like scan resolution.
Now look at the speed example again for dust.
Actor 1 has sprint 0 and is in suit A therefore speed = 1
Actor 2 has sprint 1 and is in suit A therefore speed = 1.05
Actor 3 has sprint 2 and is in suit A therefore speed = 1.1
Actor 4 has sprint 3 and is in suit A therefore speed = 1.15
Actor 5 has sprint 4 and is in suit A therefore speed =1.2
Actor 6 has sprint 5 and is in suit A therefore speed = 1.25
And that's with just base speed for one suit type and no sprint augmentation modules.
The deciding variables and end result variables are potentially massive.
Take into consideration that every actor on the field could potentially have a different speed algorithm attached and each must be executed and represented correctly at all times. And this is just for one skill. Now think of any other skill and weapon and think of how much the system has to handle every moment.
Dust has so much it has to process at any given time that quite frankly, it's incredible they've gotten this far on the limitations the PS3 infringes, (256 MB RAM? You can buy the Raspberry Pi computer for 35$ and it has double that, or upgrade my desktop to 8 gigs for $40.)