- #Gamebryo engine bethesda wiki movie
- #Gamebryo engine bethesda wiki mods
- #Gamebryo engine bethesda wiki series
But Bethesda's game built and both the Gamebryo and Creation engine must be capped to 60fps, no matter if you have a newer 144hz display or not. The higher the frame-rate a game is played the more fluid and smooth it feels. They have this stupid idea that it all that a game needs to play at, which we all know is very wrong. The reason the gaming industry has this fixation with 30fps is its the lowest frame-rate that modern TVs and monitors can render a video image to our eyes and not seem to flicker or so the scrolling scan lines.
#Gamebryo engine bethesda wiki mods
The human eye has unlimited frame-rate perception, we see in a totally fluid fashion, the lower the frame-rate of things we watch the more it seems to flicker to our eyes.Īs for the farmer-ate bug you mention, it has been fixed in many ways by various mods over the years. Anything less we start to see the frame drops as it called.
#Gamebryo engine bethesda wiki movie
In order for a movie to maintain a smooth frame-rate and seem fluid it must be played back at a minimum of 24fps for the human eye to perceive full motion and not see a flickering effect. The whole thing about 24FPS is a misnomer as you said. they did this because the graphic capabilities of Gamebryo were not advancing fast enough for their development of Skyrim. Bethesda decided to build their own engine and forked Gamebryo into the Creation Engine, its there own in house built engine. The Gamebryo Engine was licensed for Morrowind, Oblivion, Fallout 3, and New Vegas. Replyįirst let me preface this, Fallout 3 and New Vegas were built on the Gamebryo engine, not the Creation Engine. their engine is iterated on with the goal of dynamic worlds, be it npcs or items, and that comes with downsides, but having npcs actually do shit they say theyre gonna do, or having loot feel like an actul part of the world is very cool.
#Gamebryo engine bethesda wiki series
the reason bethesda games are so buggy is the same reason something like the stalker series is. downside of this is the cap on rendering npcs in a location, but this i believe can be circumvented with some clever optimization. this means that characters in the world have their own stats, skills, perks, and inventories, which allows for different combat scenarios against different enemies, and the ability to loot pretty much everything from a corpse and have that stuff physically removed from the corpse or the floor. most npcs are tracked like other players, netimmerse being originally built for mmo games. another, and probably one of my favourite things about the engine, is how it keeps track of npcs. the cons of these two featyres are increased save bloat and bugginess, but thats the price you have to pay for a non-static game world. that piece of cabbage you put on a shelf is there to stay. the engine bethesda uses currently is also incredible at keeping track of physics objects, so things you move around linger in the world pretty much forever. it might be a small thing, but one of the staples of bethesda games is that pretty much every small object in the world can be moved, grabbed, picked up in your inventory, dropped, and sold. for example, its one of the best engines out there when it comes to keeping track of and rendering the many items you can pick up in the game world. in truth, the engine used by bethesda is pretty much perfect for the games they make. Old video, but i just wanna say, the things mentioned both in the video and in the commets arent inherent issues with the engine and have been fixed in later bethesda games, such as the 64hz bug causing microstutter and the issue with the havok physics implementation not working when run at high framerates.