I was referring to the recent thread about SE losing their technical director and how that related to the Luminous Engine being impacted.
I remember that you mentioned this quite a while back; there must have been evidence of this for quite a while. I wonder if they wouldn't be better off sticking to MT Framework. Or, hell, moving to Unreal.
That said, wouldn't the main issue here be that this engine may be turning into a money pit? I'm assuming that their game development staff isn't the same as those that design their engines. There's nothing really preventing from continuing to develop games on MT Framework, beyond talent loss, tying up their development staff in big-budget bombs, and other unrelated issues.
I guess I'll ask this another way.
What is the latest you feel Capcom would announce new games built on Panta Rhei if nothing is going wrong?
I mean literally any game. Doesn't have to be a huge franchise.
I think a second game announced before the lead up to next E3 isn't an overly-generous expectation.
But I also don't think Capcom is looking to diversify their large budget, in-house games in the same way they were early last gen.
This is just silly. The reality is that most of the big western developers have yet to show anything substantial in this generation either. Have Capcom shown less of Deep Down than ND have shown of the next Uncharted? How about 343i? Bethesda? Bioware? Criterion? Quantic Dream? The list goes on and on...
The amount of concern over what Japanese developers are doing whilst their Western counterparts are equally quiet seems unfounded to me.
Don't really care
Fuck 'em
They should focus less on trying to be such graphic-hogs and get back to focusing on the games. Valve doesn't go out of their way to create ridiculous, new-tier technology. Capcom used to be just as creative.
Epic was using SVOGI (Sparse Voxel Octree Global Illumination). It's very expensive and doesn't perform that well even on Titan-tier hardware.
Capcom is using SVCGI (Sparse Voxel Cone Global Illumination). It's basically the same thing, but cheaper in that it does cone tracing instead of octree calculations. However, it's still quite expensive.
The only no-baking GI approximation that has been especially feasible on PS4/XB1 has been Crytek's LPV (Light Propagation Value ) approach, though a ton of developers still use baked lights which a much higher component of realtime illumination so it looks better than it used to and has notably shorter bake times than before.
Right, there is a potential for confounding factors in that they seem to have largely scaled down what they're actually releasing on consoles in the first place.
If a bunch of the games they canceled back in their cancellation wave were riskier projects built on Panta Rhei, that would explain a lack of output.
Cancellation wave?
Doesn't Driveclub use a full global illumination solution?
Well you're comparing the entire output of a publisher to a single studio...
Compare Capcom's output to EA, Ubisoft, or Activision.
Capcom has pretty much always strived to be on the forefront of technology in the console space.
To be fair to Capcom, they've never been invested to the same extent in the multi-platform annualized franchise conveyer-belt that those 3 publishers have.
My choice of example was dictated more by comparable product type than anything else. To be plain why expect another Dragon's Dogma when there's no Skyrim sequel - both had similar scope and were released roughly 3 months apart.
That being said, I kind of regret using Bethesda and not their parent publisher Zenimax, seeing as thanks to their ownership of Idtech5, they are also in the bespoke engine business.
To be fair to Capcom, they've never been invested to the same extent in the multi-platform annualized franchise conveyer-belt that those 3 publishers have.
My choice of example was dictated more by comparable product type than anything else. To be plain why expect another Dragon's Dogma when there's no Skyrim sequel - both had similar scope and were released roughly 3 months apart.
That being said, I kind of regret using Bethesda and not their parent publisher Zenimax, seeing as thanks to their ownership of Idtech5, they are also in the bespoke engine business.
"The megatexture direction [in id Tech 5] has some big wins, but it's also fairly restrictive on certain types of games," he said. "It would be a completely unacceptable engine to do [Bethesda's Elder Scrolls V:] Skyrim in, where you've got the whole world, walking across these huge areas."
http://www.gamasutra.com/view/news/...ts_Happy_To_Be_Done_With_Engine_Licensing.php
Don't really care
Fuck 'em
They should focus less on trying to be such graphic-hogs and get back to focusing on the games. Valve doesn't go out of their way to create ridiculous, new-tier technology. Capcom used to be just as creative.
I'm sorry are we talking about the same Valve that revealed the mindblowing Source engine that was ahead (and in many cases still is) of its time in animation and facial animations?
Pretty interesting to see Capcom go from MT Framework and announcing (and releasing) titles left and right that all played and looked fantastic (from a technical perspective) and now all we have is Deep Down that has been MIA and Revelations 2 that is cross gen.
EDIT: Also going by Capcoms comments on shorter dev times we should have already heard about Resident Evil 7, New DMC, some dead rising spin-off and new IP by now.
Capcom has had some extremely high profile departures during the last generation. Probably more than any other company that's still around. So many of their creative leads and senior producers have gone.Who's leading Capcom now? How's their talent pool look, both creative and tech wise?
Deep Delay
Capcom has had some extremely high profile departures during the last generation. Probably more than any other company that's still around. So many of their creative leads and senior producers have gone.
Inafune, Kamiya, Mikami, Inaba, Tsuyoshi & Funamizu (producers of the first Monster Hunter). And of course all the developers each took with them when they left to form other studios.
There aren't many recognisable names left at the company: Ono (SF producer), Takeuchi (took over RE), Tsujimoto (MH producer). I firmly believe the talent drain has had a big impact on the company.
They still have Itsuno, at least.Capcom has had some extremely high profile departures during the last generation. Probably more than any other company that's still around. So many of their creative leads and senior producers have gone.
Inafune, Kamiya, Mikami, Inaba, Tsuyoshi & Funamizu (producers of the first Monster Hunter). And of course all the developers each took with them when they left to form other studios.
There aren't many recognisable names left at the company: Ono (SF producer), Takeuchi (took over RE), Tsujimoto (MH producer). I firmly believe the talent drain has had a big impact on the company.
If they have any tech papers on it, I can try and find out what it is in specific.
MT Framework was awesome.
Yes, and Valve's taken a chill-pill since then. They don't try to create new engine after engine after engine. Seems to be a japanese developer issue, like Square-Enix had with that stupid Crystal Tools (are they still on the Luminous Engine right now? I sure hope so).
I'll be sad if this ends up being the next Crystal Tools.
Wait,Revelations 2 is a thing? did they announced it yet?
And likely Phanta Rhei will cause some trouble as they adapt to next tech, i hope its just temporary man looking back,MT Framework was a damn good engine
It's Capcom Vancouver's own engine. None of the Dead Rising titles that they've worked on have used MT Framework, as it has no English documentation.MT Framework was pretty much the most solid cross-platform engine last gen - it would be disappointing to see Capcom unable to live up the tech standards they established.
What engine did Dead Rising 3 run on? Was that simply MT Framework ported to the XBOX One, or something else entirely?
Yep. They were one of the first Japanese developers to put out stuff that looked next gen back then. Dead Rising, Lost Planet 1, DMC4, RE5 looked great.
Right, there is a potential for confounding factors in that they seem to have largely scaled down what they're actually releasing on consoles in the first place.
If a bunch of the games they canceled back in their cancellation wave were riskier projects built on Panta Rhei, that would explain a lack of output.
id is actually kind of an interesting example though.
id was renowned for bespoke, industry leading engines and powering a giant sea of games.
However with idtech5 they made some tech decisions that made things easier on artists (megatextures) that also made it, in John Carmack's own words, incompatible with things like open world games.
Toward that end we even see studios like Arkane Austin and Battlecry using CryEngine instead.
My proposal here is actually similar. That some of the technical choices they made that had big wins (no prebaked lighting via SCVGI, which looks very nice and completely removes baking time for faster content iteration) doesn't work well for larger areas on current hardware and is causing them issues with certain types of games they make. For example, something that currently struggles with large open areas would be rather hard to make Dragon's Dogma 2 on.
Now, by that I don't mean that this is some unsalvageable engine or even necessarily bad. It could actually be quite good and all they need is some extra time to build in alternate tech solutions like a different lighting system for various genres or a different fluid dynamics system. However, if their game stack is getting held up on that front I would still consider it "in bad shape, or at least somewhat problematic" currently even if it went on to do super well later.
If is given them so much issues, why not changed it to UE4/CE3 solution? If Epic realized it was not worth it months ago, Capcom, must have reached a similar conclussion then, even if the solution wasn't as complex...