In his recent blog Neil Harris, President and COO of HeroEngine blames Bioware for poor coding trying to defend his Engine!
http://www.heroengine.com/2011/11/he...eets-starwars/
Regarding SW:TOR, we have no way to know how they are handling graphics detail, shading, or other factors that impact frame rate. An engine is the first step, and then it’s up to the engineers and art directors to manage the technical steps necessary to implement their game design.
So, we can’t really give you any insight on how their game is performing in that way, and I’m sure they are working hard at improving any specific issues they are seeing. BioWare is responsible for their own game, we gave them the tools.Who to blame and why we got such a broken game is up to you to decide. But this explains why the game has been released with Anti Aliasing disabled, high resolution textures disabled, uniform colouring disabled, shadows with edges the size of pool table triangles and animations that cause major conflicts with actual ability use."I am sure that BioWare had rooms full of engineers who customized the engine for their needs. That is normal for projects of that scale. Because of the way they chose to convey combat and the graphical style, they clearly had to highly tailor the renderer for their own needs. I don’t have much contact with their engineers any more (the last code drop they took from us was about 3 years ago) so I can’t really speak to how much of our rendering technology is left in SW:TOR but I honestly don’t think there would be much."
Discuss
Getting out in front of this. Keep this discussion on topic and avoid flaming or game bashing. You have been warned ~ Dakia