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WIS - What was wrong with just using Unreal or any other engine???

Author
Predator Nyx
Imperial Shipment
Amarr Empire
#1 - 2011-12-08 22:08:39 UTC
Seriously. Why invent a more primitive and generally worse performing wheel when you can either use the unreal engine or any other tried and true method?

This would obviously cut dev time, increase the performance of WIS on more computers, and let the dev focus on gameplay instead of dynamic lighting and lens flares!
Morganta
The Greater Goon
#2 - 2011-12-08 22:10:36 UTC
Predator Nyx wrote:
Seriously. Why invent a more primitive and generally worse performing wheel when you can either use the unreal engine or any other tried and true method?

This would obviously cut dev time, increase the performance of WIS on more computers, and let the dev focus on gameplay instead of dynamic lighting and lens flares!


can you actually use unreal for a persistent mmog?
DarkAegix
Center for Advanced Studies
Gallente Federation
#3 - 2011-12-08 22:11:37 UTC
Because CCP don't want a separate .exe for each time you're docked, maybe?
Feligast
Brutor Tribe
Minmatar Republic
#4 - 2011-12-08 22:12:18 UTC
Predator Nyx wrote:
Seriously. Why invent a more primitive and generally worse performing wheel when you can either use the unreal engine or any other tried and true method?

This would obviously cut dev time, increase the performance of WIS on more computers, and let the dev focus on gameplay instead of dynamic lighting and lens flares!


Money v0v
GeoffWICE
The Scope
Gallente Federation
#5 - 2011-12-08 22:23:47 UTC
Morganta wrote:

can you actually use unreal for a persistent mmog?


yes.
having done some mod stuff with unreal engin before it can be done.
the only issue is the number of players per system it would be able to handle.
GeoffWICE
The Scope
Gallente Federation
#6 - 2011-12-08 22:24:35 UTC
DarkAegix wrote:
Because CCP don't want a separate .exe for each time you're docked, maybe?

dont need a seperate exe, use unreal for the whole of eve
Jack bubu
Caldari Provisions
Caldari State
#7 - 2011-12-08 22:28:22 UTC
GeoffWICE wrote:
DarkAegix wrote:
Because CCP don't want a separate .exe for each time you're docked, maybe?

dont need a seperate exe, use unreal for the whole of eve

wat
DarkAegix
Center for Advanced Studies
Gallente Federation
#8 - 2011-12-08 22:28:25 UTC
GeoffWICE wrote:
DarkAegix wrote:
Because CCP don't want a separate .exe for each time you're docked, maybe?

dont need a seperate exe, use unreal for the whole of eve

Lol
Inir Ishtori
Perkone
Caldari State
#9 - 2011-12-08 22:34:40 UTC
Morganta wrote:
Predator Nyx wrote:
Seriously. Why invent a more primitive and generally worse performing wheel when you can either use the unreal engine or any other tried and true method?

This would obviously cut dev time, increase the performance of WIS on more computers, and let the dev focus on gameplay instead of dynamic lighting and lens flares!


can you actually use unreal for a persistent mmog?

look at dem koreans doing stuff with unreal engine:
http://www.youtube.com/watch?v=fTcCmiJl7tI
Lord Zim
Gallente Federation
#10 - 2011-12-08 22:49:48 UTC
GeoffWICE wrote:
DarkAegix wrote:
Because CCP don't want a separate .exe for each time you're docked, maybe?

dont need a seperate exe, use unreal for the whole of eve

Mother of god, this post.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Morganta
The Greater Goon
#11 - 2011-12-08 22:54:01 UTC
GeoffWICE wrote:
DarkAegix wrote:
Because CCP don't want a separate .exe for each time you're docked, maybe?

dont need a seperate exe, use unreal for the whole of eve


/slits wrists



Astrid Stjerna
Sebiestor Tribe
#12 - 2011-12-08 22:58:15 UTC  |  Edited by: Astrid Stjerna
Predator Nyx wrote:
Seriously. Why invent a more primitive and generally worse performing wheel when you can either use the unreal engine or any other tried and true method?

This would obviously cut dev time, increase the performance of WIS on more computers, and let the dev focus on gameplay instead of dynamic lighting and lens flares!


Because the Unreal engine requires licensing fees, and they ain't cheap.

Epic charges $2,500 per development seat (that is, $2,500 for each computer that uses the UDK for development), plus a payment of $2,500 on the first $50,000 in revenue, plus a 25% royalty on any 'UDK-related revenue' thereafter:

Quote:

UDK related revenue includes, but is not limited to, monies earned from: sales, services, training, advertisements, sponsorships, endorsements, memberships, subscription fees, in-game transactions, rentals and pay-to-play.


(excerpted from the Epic UDK Licensing page, at http://www.udk.com/licensing )

I can't get rid of my darn signature!  Oh, wait....

Lazarus Bavon
Welp-Tactical
#13 - 2011-12-08 22:59:44 UTC
Predator Nyx wrote:
Seriously. Why invent a more primitive and generally worse performing wheel when you can either use the unreal engine or any other tried and true method?

This would obviously cut dev time, increase the performance of WIS on more computers, and let the dev focus on gameplay instead of dynamic lighting and lens flares!


Because recreating the game from scratch in another engine would take so long and cost them so much money the idea is laughable? You don't put years and years of work into an engine then ditch it just because "Oh why not?".

That's pretty dumb.
Jerhboa
#14 - 2011-12-08 23:03:28 UTC  |  Edited by: Jerhboa
Astrid Stjerna wrote:
Predator Nyx wrote:
Seriously. Why invent a more primitive and generally worse performing wheel when you can either use the unreal engine or any other tried and true method?

This would obviously cut dev time, increase the performance of WIS on more computers, and let the dev focus on gameplay instead of dynamic lighting and lens flares!


Because the Unreal engine requires licensing fees, and they ain't cheap.

Epic charges $2,500 per development seat (that is, $2,500 for each computer that uses the UDK for development), plus a payment of $2,500 on the first $50,000 in revenue, plus a 25% royalty on any 'UDK-related revenue' thereafter:

Quote:

UDK related revenue includes, but is not limited to, monies earned from: sales, services, training, advertisements, sponsorships, endorsements, memberships, subscription fees, in-game transactions, rentals and pay-to-play.


(excerpted from the Epic UDK Licensing page, at http://www.udk.com/licensing )



Beat me to that one.

Even if they licensed the engine, they would still have to create all of the back-end systems using Python, which they are currently using anyways, so there would be almost no improvement in terms of performance.
Headerman
Native Freshfood
Minmatar Republic
#15 - 2011-12-08 23:05:41 UTC
Licensing costs maybe..?

Australian Fanfest Event https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=90062

Beaches
#16 - 2011-12-08 23:09:16 UTC
Inir Ishtori wrote:
Morganta wrote:
Predator Nyx wrote:
Seriously. Why invent a more primitive and generally worse performing wheel when you can either use the unreal engine or any other tried and true method?

This would obviously cut dev time, increase the performance of WIS on more computers, and let the dev focus on gameplay instead of dynamic lighting and lens flares!


can you actually use unreal for a persistent mmog?

look at dem koreans doing stuff with unreal engine:
http://www.youtube.com/watch?v=fTcCmiJl7tI


unreal is too mainstream for ccp
Lord Zim
Gallente Federation
#17 - 2011-12-08 23:13:33 UTC
Also, all of you who think it's performing badly, have you tried turning it down from maximum quality? For me the difference is 30 vs 60 fps. As to how **** the graphics look, I pretty much don't care, I'm still happily playing games like KOTOR 1 every now and again and I'm still content. Graphical glitz matters little past the initial few minutes of "whoa", I'd much rather they spent their time making mechanics that make sense, and makes the gaming experience itself more fun and more immersive. vOv

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Dusty Meg
Echelon Research
Goonswarm Federation
#18 - 2011-12-08 23:17:15 UTC
Dust uses a modified version of the unreal engine so dont think the licensing issues are there.

Creater of the EVE animated influence map http://www.youtube.com/user/DustMityEVE

Ranger 1
Ranger Corp
Vae. Victis.
#19 - 2011-12-08 23:23:33 UTC
You know the performance issue in CQ is interesting anyway.

I was mildly disappointed when I found that even at lower settings my Nvidia GeForce 8800 GTS (a fairly outdated card now) slowed down to 5 fps when in the CQ.

Finally I decided it was time to clean the guts of my computer, and discovered that the fan had gotten a bit clogged on the video card.

After I cleaned it and popped it back in I was pleasantly surprised to find that not only could I now turn the graphics up to maximum, I was getting 15-20 fps at that level.

Point being, people getting really poor frame rates or over heating their cards really, really should bite the bullet and actually give that card a good cleaning. I know it's a crap job that nobody wants to do, but it very well could improve your entire EVE experience and is well worth the trouble.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

tgl3
The Scope
Gallente Federation
#20 - 2011-12-08 23:26:06 UTC
GeoffWICE wrote:
DarkAegix wrote:
Because CCP don't want a separate .exe for each time you're docked, maybe?

dont need a seperate exe, use unreal for the whole of eve

/o\
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