this post was submitted on 12 Jun 2023
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I'm curious about this kind of thing from an engine and console architecture perspective. Any gamedevs able to shed some light?
I work in the industry, but not directly on low-level engine implementation details. Personally, my gut thinking is that the Creation Engine is falling behind in terms of modern asset streaming techniques.
Similarly, I wonder if a lack of strong virtualized geometry / just-in-time LOD generation tech could be a huge bottleneck?
From what I understand, efforts like Nanite in UE5 were an enormous engineering investment for Epic, and unless Bethesda has a massive engine team of their own (they don't), they simply won't be able to benefit from an in-house equivalent in tech.
Ultimately, I do think the lack of innovation in the Creation Engine is due to internal technical targets being established as "30FPS is good enough", with frame times below 33ms being viewed as "for those PC gamers with power to spare."
My best guess would be that the engine just has vast amounts of technical debt. Skyrim (pre-LE at least) had a savegame corruption bug that has been around since Morrowind. And while I'm sure they have rewritten huge parts of the engine over the decades it's not rare to see bugs persist over generations, and modders complaining loudly about it. The engine has never been great about asset streaming either so no surprise here.