- #Obsidian on the gamebryo engine driver#
- #Obsidian on the gamebryo engine Pc#
- #Obsidian on the gamebryo engine series#
#Obsidian on the gamebryo engine driver#
It really wasn't until the post-XP era (peaking with Win 7) that 64-bit Windows was comparable with the 32-bit version with regards to mass compatability and driver support.Īll of these things worked together to hold Bethesda back, as memory limits are the #1 cause of crashes in their games. And even if they weren't worried about console ports, adoption of 64-bit Windows on the desktop front was rather limited before, too.
#Obsidian on the gamebryo engine Pc#
The Xbox 360 and Playstation 3 had a mere 512 MB of RAM, so any engine Bethesda made for the PC had to be able to squeeze everything down to that point to work. Only in this, the current generation, has the industry FINALLY moved into 4+ GB memory capacities. A huge number of the limits imposed upon the old one were due to the finite address space and hard memory limits you had when working with 32-bit values.īut they were kind of forced into that by the consoles and the typical PC consumer OS choices. That is exactly why the move to a 64-bit core with Fallout 4 and the Skyrim re-release were so very, very important.
![obsidian on the gamebryo engine obsidian on the gamebryo engine](https://i.imgur.com/NqgsH.jpg)
I always find it interesting how easy it was for Obsidian to expand upon the engine for their own needs with New Vegas, such as that interview shared a while back of how they bolted on their expanded dialogue system for karma, S.P.E.C.I.A.L and speech checks. I think it's safe to have the opinion that we wouldn't have experienced the great game New Vegas ended up being without the solid foundation Bethesda provided for Obsidian with Gamebyro. Playing through Fallout 3 and Fallout: New Vegas again this past year (and modding them extensively) has solidified my love for its complexities. I really do love Gamebryo, despite its bugginess and quirks. But I do appreciate the ease-of-use stuff they had in Bethesda's editors. The scripting system in the Bethesda engine is also very powerful and you can also do crazy stuff as well. I do really appreciate how easy it was in New Vegas to make stuff and modify stuff. I wouldn't say it's a personally driving ambition, it's something that I hope we do. I hope we get to the point where we can actually develop tools like that. And if you look at the mods, it's astounding what people can do with it. Look at this way: there's no way in hell that our team could have made Fallout New Vegas without that tool.
![obsidian on the gamebryo engine obsidian on the gamebryo engine](https://pcgamingit.b-cdn.net/wp-content/uploads/2018/12/the-outer-worlds-unreal-engine.jpg)
It's super easy to make areas, super easy to modify, super easy to track assets, and it's pretty darn powerful. That's one of the things Bethesda's toolset makes very easy. Thought his comments about Bethesda's engine and how they used it with Fallout: New Vegas was particularly interesting. One of those interviews where there's a lot of interesting tidbits to pick up. Really interesting interview with Josh Sawyer of Obsidian, conducted by RPG Codex at GDC Europe 2016: r/galaxynewsradio - Fallout-sounding music r/falloutcosplayers - Fallout-related cosplay r/Wasteland - A subreddit for the Wasteland games. r/thefalloutdiaries - Journal-like fan fiction. r/falloutmods - Fallout modding community r/classicfallout - Classic Fallout Games
#Obsidian on the gamebryo engine series#
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![obsidian on the gamebryo engine obsidian on the gamebryo engine](https://media.moddb.com/images/downloads/1/33/32980/safe_with_the_cards.jpg)
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