New Details about Bethesda’s Creation Engine Overhaul Surface in Interview

Peter_Brosdahl

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Bethesda Game Studios



Bethesda Game Studios has been pretty quiet about changes to its Creation Engine. It has been used in The Elder Scrolls and Fallout games. It is also somewhat criticized for not updating it back when Skyrim was released, since DX11 was right around the corner, leaving the game restricted to DX10. A special edition of Skyrim did provide DX11 support later on, though. In recent months, however, some details have emerged about its upcoming sci-fi RPG – Starfield. As it nears completion, many have wondered if an overhaul could be in the works for the Creation Engine to develop The Elder Scrolls VI and Starfield. Todd Howard (Chief Software Engineer) of Bethesda Gaming Studios recently sat down and...

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Who cares?! Over two-years ago they'd teased a snippet of this thing. Today, not even a refresh snippet.

My interests for this thing is dead now.

How about this, Howard, in two more years, you should show a snippet of the freaking moon.

Wasted interview to hear him talk about a boring Terminator game when he was kid.

Next, please!
 
Ok.. what technology will be in the new engine?
 
Technically anything that uses a decision tree is an AI. So I'm not so much worried about 'AI'. If they have better AI that's awesome. Maybe built by an AI through millions of iterations of decisions. I don't know and really don't care HOW the AI is better.

If the game looks decent and plays well in the end that's what matters to me. I want a fun story and a great single player experience. Everything else is a and also...
 
"leaving the game restricted to DX10"

Not that it matters, but IIRC Skyrim (Oldrim) was originally DX9.
 
That and DX11 is a minor superset of DX10. A few new features, and a few specifications that narrowed down potential implementations of DX10 features to standardize the graphics pipeline, IIRC.
 
That and DX11 is a minor superset of DX10. A few new features, and a few specifications that narrowed down potential implementations of DX10 features to standardize the graphics pipeline, IIRC.
I would call it more of an evolution instead of just minor. There were some major improvements in DX11 like multithreaded rendering and tessellation shaders.
 
I would call it more of an evolution instead of just minor. There were some major improvements in DX11 like multithreaded rendering and tessellation shaders.
I guess I underestimated the changes!
 
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