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> Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel There's a degree of toupee fallacy to this. It's h
by elektronika 2mo ago
> Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel
There's a degree of toupee fallacy to this. It's hard to tell what engine something is on just from gameplay if the team invested in custom rendering and gamefeel.
- protocolture 2mo agoI think it used to be more true than it is these days. I used to be able to pick graphics/physics engine by feel alone. PhysX and Havok used to feel very different. Quake 3/Half Life/Unreal used to feel very different. But that's all largely been paved over. Actually I think I can still spot Crytek tbh.
- filoleg 2mo ago> Quake 3/Half Life/Unreal used to feel very different. Fair on the Unreal Engine part, but Quake 3 and Half-Life are basically built on sibling engines that share one direct common ancestor (though I fully agree with you that they felt different). Quake/Quake 2 used idTech2. idTech3 for Quake 3 was built on top of idTech2, and GoldSrc for Half-Life was built on top of idTech2 as well (it was a heavily customized and modified version of it).
- xnx 2mo agoPerfect term for it. We can all spot the UE games that look like UE games. Same goes for people who are confident about being able to spot AI.