Skyrim used gamebryo engine… an inhouse engine not showcasing any particular strengths.
It worked and saved bethesda paying money out of house.
They used it for many titles- good for them.
Over time we tweaked it. PC release of Oblivion had all sorts ofnuser configs to makenuse of more ram and cpu power- we would have more ‘active cells’ around us…
But this wasnt how the game was written and added all sorts if issues.
Eg having more cells active around us had creatures far away fighting other creatures.
By the time Skyrim rolled around systems had grown in power and the size of the ‘cells’ that the game had loaded were considerably larger.
It still required load zones (open world is a hard genre to do!!) -so walking into a town would have the game close out what was loaded and load a new world (the city) -the game would give the city walls the player couldnt cross and the sense of the city living/existing in a ‘greater world’ was real enough. (Suspension of disbelief achieved)
Playing with mods, ‘open cities’ allows Skyrim players to walk from riverwood right into whiterun. The problem with this mod is allows players to bypass triggers at the cell start of towns. It also allows npslcs in towns to run outside and get caught in dragon fights etc…
KCD makes a base game doa bunch of things that not many other games are even trying.
In time they will have it all sorted-cryengine will then hopefully allow an easier to implement co-op mod by the nature of it being a fully capable engine.
I ran crysis when it fist came out (at ultra, albeit @720 res).
I loved the physics. I loved the vegetation; most importantly I loved the game world with no loading.
Whilst it might have had brief hiccups (eg saving)- it showed what the engine was capable of…
KCD delivers on an (unwritten) promise the games industry gave me over a decade ago - a medieval game done using cryengine.
The number of polygons and the size of the world are all considerably larger than what has been done before.
Larger worlds might exist and prettier graphics moght exist elsewhere, but not at the same time.
KCD is the biggest world with the most immersive graphical quality I have yet seen.
The only thing that kills a cpu more is destructible physics in large complex environments (eg battlefield 1).
If KCD had destructavle physics en masse (something not really needed except cannons sieging castles) it would be an order of magnitude harder again to render.
The present target makes perfect use of six-seven core cpus very well (consoles have eight but one is usually diabled to help yield and another might be left for the operating system)
The AI, the wind, the weather system, animal behaviours, heck just the animations and diversity in all the little things… KCD is the most impressive title I have seen in years. (Better than witcher with hairworkx)
Just having water flow the right direction (requires a mod in skyrim) with art assets that mirror a medieval working of said water physics is awesome.
Tge attention to detail and care is tremendous.
We can tell so much has been culled- so if even half of what they are sitting on gets reimplemented- tgis will be amazing.
I think as they optimise and get a handle on low powered consoles capabilities for this engine- a lot of reimplementation will happen.
Crysis is powerful. Rendering nature is hard (nothing made of triangles).
Crysis 2 made it to consoles only because the game world was chosen to allow for it.
They turned a jungle into a city. Building render much better out of triangles… allowing for much simpler objects that allowed the game engine to suceed on low powered parts.
Crysis 2 ran on low powered consoles.
The time is right for our ‘super powered consoles’ (yes xbone and ps4) to have a crack at it. With organic environments even…