Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Correct. Creation Engine is the Gamebryo engine, updated but renamed. It was initially released in 1997.
Hence the limitations of not being able to get working land vehicles, all the loading screens etc.
Being built on C++ I would think Bethesda would have the ability to re-write large portions but maybe not I guess we only have to look at FrostBite for a square peg in a round hole. The entire rendering pipeline may need a complete re-write to allow it to leverage multicore CPUs and high performance GPUs efficiently.
I do wonder how they go about appending features onto the engine. How the shadows pipeline works and how they implemented that system.
Which explains current CPU workloads decreasing game performance by a significant margin in Starfield. Aka all the performance issues. Even Cyberpunk 2077 plays on my PC 60% better performance wise. No doubt because the Red Engine is newer and works better with newer hardware.
My i9 12900k CPU with the big/little core design has issues with this game.
A rendering pipeline has nothing to "The Forge" it has to do with
Vertex shaders -> Tesselators -> Domain shaders and so on.
https://learn.microsoft.com/en-us/windows/win32/direct3d12/pipelines-and-shaders-with-directx-12 Each graphics API uses a different design.
https://vkguide.dev/docs/chapter-2/vulkan_render_pipeline/
https://www.khronos.org/opengl/wiki/Program_Object
A small youtuber interestingly pointed something out about the current technologies being applied to games, a lot of the tasks in the games are leveraging, the CPU more than the GPU.
i7 13700k
RTX 4070Ti
32 GB RAM
Got 80 FPS and no Problems on Ultra stettings at 1440p
Because you have the newest and most shiny hardware that released less then a year ago.
You could have just said it was a cross platform translation layer.
https://github.com/ConfettiFX/The-Forge/blob/master/Screenshots/TheForgeOverview.png?raw=true
I would consider something like BGFX a translation layer but maybe thats semantics
https://github.com/bkaradzic/bgfx
So they slapped another framework onto the side of the Creation Engine 2, sounds messy, Bethesda didn't feel like actually doing the work to upgrade their engine so they slapped another adhoc framework library along side it to fix it's deficiencies, which isn't included as part of the entire engine...
Your CPU can't handle the game. An 8 core CPU with no Hyperthreading isn't enough. So you are HEAVILY CPU bound. The game really needs at least 12 threads. 8 core (with no hyper threading) CPUs haven't really been enough for AAA gaming for 7 years.
I have an 10/20 core CPU at 5.5GHz, and even with a rtx 4090, I get about 55 FPS in a city.. which really isn't that bad. However, with a frame gen mod, I get 120+
For modern AAA PC gaming, you really need at least an 8/16, 6/12, or 10/20 core CPU. Non hyper-threaded CPU are really not good for gaming anymore.
Even if the devs optimized their code, you wouldn't get a huge boost with that CPU as you already don't have enough. If they added more render threads to improve FPS, that wouldn't help you at all with that CPU.