After you watch this you'll really wish GGG could have afforded a commercial game engine .

"
Foreverhappychan wrote:
"
Latze wrote:
with ur 2 supporter packs ggg will never have the money for a better engine


Just because he's only displaying 2 supporter packs doesn't mean he has bought only 2. You shouldn't make assumptions like that.


"
Arrowneous wrote:


One issue with invoking Wargaming.net is that their cash cow is *spectacularly* pay to win. Completely different financial model to PoE's.

Another issue is GGG was never a 'struggling garage game startup'. It had decent support from the get-go ('we have rich friends', as Chris put it in the early Gamingplanet interview) and received decent support from then onward (I'd know). I've seen struggling startups come and go and that label never applied to GGG. Most of its struggles were internal. GGG has never faced stiff competition. It has never seen large drop-offs of support pack sales. And its biggest problems have been largely self-inflicted, such as the disastrous Garena ventures. Selling out to Tencent was easily the Best Ending for the New Zealand gaming studio GGG. Eaaaasily.

Although creating their own engine probably started as a financial decision, I suspect it was a matter of pride and familiarity that has seen them continue to use it. Convenience aside, there are some major pitfalls when you use a third party engine and you're not very familiar with it. I don't know how well PoE's unique complexity would work with an existing engine.

That all said, I don't think this is an issue of engine at all so much as what you do with it. GGG just got way too ambitious and pushed their engine to do things it simply can't do well, probably never will do well. So the seemingly logical response is, 'get a better engine'. But 'better' isn't a simple issue when you've been using the same engine for years. When you've built around it, ensconcing it in addition after addition. It's like saying to a 60 year old with a bum ticker who insists on sprinting everywhere, 'just get a new body' when the more obvious solution is, y'know, maybe know your limits and stop acting like you're a teenager.

And this, kids, is why most developers make actual sequels instead of 'evolving' their first game into some ghoulish chimeric abomination. PoE is like a geriatric version of the Six Million Dollar Man.

As for PoE '2', it baffles me why people are holding out for it being some sort of miraculous panacea to everything wrong with the game now. It's going to be the same engine, modified incrementally rather than suddenly (it's already begun, haven't you noticed?). I'm sure they'll do their best to streamline it, upgrade it, improve it, but there's only so much of that you can do with a home-made engine originally designed for a vehicle that might carry 100k people moving at 100km/h...but is now somehow expected to carry a million people at the speed of sound.


Its paragraphs like these that make me glad Chris sold. I find it extremely interesting (since your friends with Chris) that you constantly refer back to an article(s) Chris was interviewed in. Pretty sure you know the story with out referring to an article... I know exactly what you’re doing, it’s fascinating others are not so intuitive.

Anyways... nope didn’t look for the article.
"Another... Solwitch thread." AST
Current Games: :::City Skylines:::Elite Dangerous::: Division 2

"...our most seemingly ironclad beliefs about our own agency and conscious experience can be dead wrong." -Adam Bear
No game engine in the world can maintain steady fps in a t16 juiced map.
GGG needs to bite the bullet and drastically reduce mob density and skill effects and buff individual monster exp/loot to compensate.

The other big issue is the game design and balance around both mobs and players have zero defense and a billion dps with little room for anything other than kill them before they kill you playstyles.

Finally, just having trash loot on the ground will drop your fps in half.

All 3 things need to be addressed by the time POE 2 arrives.
IGN: Arlianth
Check out my LA build: 1782214
Last edited by Nephalim#2731 on Apr 6, 2020, 2:13:18 AM
I just loaded up an infamous user created level for DOOM II whose only purpose is to have a little over 10 thousand enemies. Even in a modern source port (meaning, this wasn't run in DOSBox but a port that utilizes newer operating systems, drivers, and libraries) on more recent hardware, I still managed to make the game crawl to single digit framerate once I activated enough enemies that have very simple AI behavior and any RNG is based on a fast lookup table instead of dynamic calculations. No server interaction as a performance bottleneck either.

This is a 26-27 year old game and you can still get it to have massive performance issues if you try hard enough, which PoE typically does with its own engine. PoE has gotten better over the years when it comes to rendering graphics but it struggles once it has to do calculations and loading resources on the fly (which happens a LOT with so many different objects that can exist at once). I doubt that switching to a new engine would fix PoE's performance issues.
"
VolcanoElixir wrote:
I just loaded up an infamous user created level for DOOM II whose only purpose is to have a little over 10 thousand enemies. Even in a modern source port (meaning, this wasn't run in DOSBox but a port that utilizes newer operating systems, drivers, and libraries) on more recent hardware, I still managed to make the game crawl to single digit framerate once I activated enough enemies that have very simple AI behavior and any RNG is based on a fast lookup table instead of dynamic calculations. No server interaction as a performance bottleneck either.

This is a 26-27 year old game and you can still get it to have massive performance issues if you try hard enough, which PoE typically does with its own engine. PoE has gotten better over the years when it comes to rendering graphics but it struggles once it has to do calculations and loading resources on the fly (which happens a LOT with so many different objects that can exist at once). I doubt that switching to a new engine would fix PoE's performance issues.


...And it's not only about the amount of enemies, but the immense amounts of calculations being done towards every single one of those enemies. Dodge. Evade. Accuracy. Crit. Crit multi. General damage roll. "Nearby". "Lately". Loot. Block. I could possibly go one for several pages.

If the game would be more shallow like, let's say D3, where the server doesn't have to roll nearly as many dice rolls, the performance would be better, but we'd had a more shallow, simpler game.

Now, as mentioned before; the answer is probably not to suddenly force everything into a new engine, but to better adjust their ambitions to the current engine.
Bring me some coffee and I'll bring you a smile.
I did mention in my post that PoE struggles once it has to do calculations. Even the developers have mentioned in interviews that this was a place of performance intensity.

Also, at the very least they should make Leech a more simple mechanic again because 1) PoB is very revealing to how investing in certain leech stats can actually do nothing which IMO is very deceptive to players and 2) Path of Exile didn't need the current leech mechanics to establish itself as a hardcore alternative to D3.
The Homebrew engine allows for easy and fast content additions.
Tilesets, monsters, etc.
That is the main attraction. Constant updates, only achievable that way.

Report Forum Post

Report Account:

Report Type

Additional Info