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Open source community figures out problems with performance in Starfield
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I'm amazed that Bethesda has one of the premier game developers in their stead in id Software and didn't bother to just use their shit. Instead they actively chased their staff away.
Bethesda the publisher and Bethesda the developer are different things.
The publishing arm seemed to know what they were doing, certainly enough for MS to buy them.
The developing arm is nothing if not consistent. You know what you're getting into. An RPG, with lots of character build possibilities (even if a particular build overpowered enough for 90% of players to accidentally stumble across it, like Skyrim's stealth archer build), a handful of memorable NPCs, no real character development, so-so performance, and a shitload of bugs.
If people are still buying them and still not enjoying them I don't know what to say. It's like watching Fast and Furious 10, and going "well that's fucking dumb".
I saw the ending of the last F&F by mistake (they sold us tickets for a movie that started an hour later), and let me tell you - that was fucking dumb.
I watched the first one many years ago, which appeared to just be Ocean's 11, but for people who think putting blue lights under your car makes it go faster.
Then I watched F&F9 on Netflix the other month. I don't remember any of the plot. At one point a car did a Tarzan rope swing.
Oh god, what? I haven't seen any since the first either, was the movie fun enough to make it worth watching the series of them?
Given that I remember none of it, I'll give it a resounding no.
Save yourself many hours of wondering what the fuck you're doing with your life and just watch that one scene on YouTube.
https://www.youtube.com/watch?v=wJibJZb4XXw
ID and Bethesda Softworks and both using different custom, proprietary engines. Retraining your entire studio on a new engine is extremely time consuming, especially if it's a custom engine with limited learning materials, like ID tech. There's a big cost/benefit analysis there, and frankly, if Bethesda ever did switch engines, I think they'd be more likely to go with Unreal for this reason. Current staff, and certainly new hires, are much more likely to be familiar with it.
I wish they had gone with Ue5. The game would look better and perform better.
Like in Immortals of Aveum? I really don't think that a switch to Unreal is a one-cure-for-all.
I didnt suggest it was
Well the Creation Engine and the ID Tech Engine follow two completely different main goals: One is build for wide open spaces and exploration with real time physics while also guaranteeing mod support. The other is build for fast paced combat in closed level structures. And I think especially the mod support is important to Bethesda and its community. That's also the reason why so many people stick to Minecraft java instead of the more performant bedrock edition.