Software quake engines12/9/2023 It's just a whole lot easier to write new engines and using newer design principles than forcing an old technology to do something new Time is thus spread and such flexibility also tends to come at the cost of performance or fidelity. An engine or game developer needs to provide a good general baseline that performs well on multiple levels of hardware and provides a variety of functionality. There's also the aspect that a modder can focus all their time on the single small aspect off the game they are modding and can simply put a notice that you need a powerful GPU to run it, for example. I would bet that those rely on equally recent realisations or approaches to certain things that recent or newer engines may also have. For the mods you mention I think it's very important that you say recent graphical mods. You could say UE3 is just UE2, but better, which is true, but it was expanded on or changed so much that it warranted becoming UE3 instead of just UE2 with extra bells and whistles. You can always modify engines if you want to add specific functionality, but you kind of get in ship of Theseus territory. What about that? I can understand about the textures, but what about the second part? Also, one more example I have is GTA 5, that with some recent graphical mods, it looks closer to the Matrix demo. Now they have way more customizability, and everything is manually done. You have the behemoths like Unreal Engine, offering a ton of variety and features on one hand, and the "lightweight" more or less game specific engines on the not the id Tech 1, but say like Unreal Engine 2 or 3. My opinion is that those engines are the modern version of lightweight. As such RE Engine would not be the best choice for a large open world game and vice versa. will typically use an engine that focuses on efficiently rendering large open spaces with many assets, whereas something like RE Engine for the Resident Evil series focuses on rendering high-quality confined scenes. Big open-world games like Red Dead Redemption 2, Horizon Zero Dawn etc. Even some of today's engines are optimised for the type of game they are used with. They were also not designed to do or handle what modern games do, so I doubt their ability to handle it. The engines of yonder are lightweight by today's standards, but when they came out they were state of the art, pushing the boudaries of gaming. to your bicycle, but then you end up with the question whether it's still a bicycle or if you are simply creating a new type of vehicle, or similarly a new type of game engine. You can't, because the bicycle doesn't have the functionality to accept petrol at all. I think this is a bit like asking what would happen if you fueled your biciycle with petrol instead of your legs. It's a bit stupid question but I was curious that would happen if you used an old game and program something too modern of a workload that it wasn't supposed to handle?
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