sudo-EatPant

I'm using tilt controls!

am 27 | furry & retro tech | very bi | operator of @UCVRCG



orchidrabbit
@orchidrabbit

the half-life anniversary update is reminding me of The Chart, aka what i break out anytime someone tries to talk about first person shooter game engines to me. i had to find this when i worked at Activision to understand why one of the things i helped bug was marked as "Will Not Fix, it's a bug that's existed since the previous quake engine" (it later got fixed anyway).


it's a fun anecdote to bring this chart up and how it's all Quake's fault [not entirely affectionate] but also reminds me of my own despairs over first person shooters and how i'll likely never really be able to play one fully again due to my motion sickness because they're all based on the same tech and large portions of their functionality are all grandfathered in and no one's going to be able to make a game that isn't based on technology that makes me physically ill lmaoo


You must log in to comment.

in reply to @orchidrabbit's post:

play through da puke

realtalk, though, just because they share an engine heritage doesn't mean they'll all make you motion sick. motion sickness susceptibility is influenced by a lot of little details like movement speed and FOV, and those vary a lot from game to game

a couple of games on this chart have made me very motion sick, but others I was able to play for hours and hours with no ill effect...

...at least until i turned 30 and suddenly couldn't so much as look as any first-person game anymore

you are right, it is a bit unfair to judge em all like that, but every game on this chart that i have played have unfortunately made me sick within an hour or two. i've tried a lot of things to fix it, but having dealt with this since i was a teenager and i'm kind of just resigned to not being able to play an fps game ever again. unless there's like big moves in the industry to see it as a legitimate barrier to play popular games coming out, i'm prob gonna err on the side of [checks chart] "yeah i'm not gonna give it a go, y'all have fun"

maybe overwatch 1? that's the one i can clearly recall as being able to play a bit consistently for a while. to overwatch's credit, because not every character is a "guy with a gun" type character, it was easier for me to play by turning down the camera movement to almost a crawl and still be able to play as a couple of characters. additionally, i don't think it's just a games themselves issue but an issue with technology also, i was able to do my job at Activision by testing games on older/smaller tvs/monitors but couldn't handle the same game on even the lower specs testing PCs. i've gotten by with some games by turning down as many effects and movement as i can, but games are getting faster, monitors are getting better, requirements to play new games are getting higher, the technology feels like it's advancing beyond what my body can even keep up with. it's gotten to the point that i can't watch my housemates play some 3rd person games on the ps5 on our home tv.

i think the answer lies within the question, id software put out the source code a lot earlier meanwhile unreal took the licensing route instead, so where everyone could make their own version of the "quake" game engine at a point you could just call it your own, whereas everyone in the unreal world is just... using unreal.

oh yeah here it is on the unreal page: "By late 1999, The New York Times indicated that there had been sixteen external projects using Epic's technology, including Deus Ex, The Wheel of Time, and Duke Nukem Forever, the latter of which was originally based on the Quake II engine. Unlike id Software, whose engine business only offered the source code, Epic provided support for licensees and would get together with their leads to discuss improvements to its game development system, internally dubbed the Unreal Tech Advisory Group. While it cost around $3 million to produce and licenses for up to $350,000, Epic gave players the ability to modify its games with the incorporation of UnrealEd and a scripting language called UnrealScript, sparking a community of enthusiasts around a game engine built to be extensible over multiple generations of games."

I feel you, I also get motion sick really easily from games with 3d camera movement. like, I can put up with it enough to play BotW/TotK most of the time, but when I tried watching Friends at the Table stream Titanfall, I got sick enough that I had to just close my eyes and rest for a while. I'd never considered it being due to specific technology/design decisions in game engines; it's interesting hearing a perspective from someone with more inside knowledge who's dealing with the same thing. it still sucks though, I'm sorry :(