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Showing results for tags 'Engine'.
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Running the first Pillars across two PCs that were well beyond the recommended specs, I got such poor performance in some areas like Copperlane and in combat that the game became an absolute chore to play. It's incredible that frame rate can drop into the 20s on an i7 6700/GTX 980Ti rig, and because of this I still haven't been able to drag myself through the first game (that I backed for over $250). I understand these performance issues are widespread (if not affecting everyone), and are due to limitations in Unity and/or the way the game is designed. The fact that Obsidian are building on the same engine for the sequel has me concerned enough that I will not back or purchase this game. It would be good to get some assurances from the devs that game performance will be GREATLY improved on Pillars 2 or at least acknowledge that performance was poor on the engine and they are doing something about it.
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So, apparently this was just announced at GDC, Unreal Engine 4 is open to the public for $19/month. My mind is breaking. https://www.unrealengine.com/
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Quick question for the devs: Unity is well-known for having a wide array of different plug-ins & middleware available for it. While you did make a post about the decision to use Unity, you weren't too specific on any other third-party tools or software you were planning on using. So out of curiosity, has it been decided yet if you're just going to be starting from vanilla Unity or are there a few licensed plug-ins such as Scaleform that you plan on using? If so, could you go over which ones and why?
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I was just reading a thread about adding a replay functionality to the game and it made me think about future proofing. The devs have said that multiplayer will not be included in Project: Eternity, but we all know that the Unity engine already includes all the necessary code for it. Modding support is also up in the air. So why not future proof the game by designing every feature/change with future network functionality and modding in mind? Since the devs will be learning the Unity engine from scratch anyway, why not do it right the first time? So that's the first thought. Next, I remembered that Valve recently modified their replay file format for Dota 2. Instead of whatever method they used previously in the Source engine for making demos, they now encode all RPC, etc. in a protobuf file. The good thing about Protocol Buffers, as Google themselves say, is that it's as extensible as it is efficient. Now, I'm no specialist, but I would think that this would make version proofing saved games (and replays, if implemented) much easier. And version proofing is a big part of future proofing. It's also a big part of modding support. So what do you think? edit: link to the replay thread.
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Does anyone know the frame rate capabilities of the Unity Engine? I wouldn't mind being able to run this game at 120FPS+ Although these days despite technology not really getting any better, the frame rates of games are getting worse due to crappy engines, sloppy coding / design
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I love the look of Infinity Engine games, but will it run right on newer systems ?? http://en.wikipedia....Infinity_Engine I bought BALDUR'S GATE 2 COMPLETE @ http://www.gog.com/ the game won't run right on my new system. System specs : DEll 30" 2560 x1900 6970 x2 Crossfire 16 gigs ram ssd drive and harddrives win 7 pro 64-bit AMD 6-core Processor