F5F Stay Refreshed Software PC Gaming The system may crash or behave unpredictably if you exceed the limits in an old game engine.

The system may crash or behave unpredictably if you exceed the limits in an old game engine.

The system may crash or behave unpredictably if you exceed the limits in an old game engine.

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YOLOGAMER109
Member
229
05-08-2023, 08:09 AM
#1
It's an interesting thought, though a bit simplistic. Using outdated engines for modern workloads can work, but it often comes with trade-offs. Older systems were designed for less demanding tasks, so adapting them might require significant adjustments. While repurposing engines could offer performance benefits, it doesn't guarantee smooth results and may limit optimization potential. It's not a straightforward solution.
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YOLOGAMER109
05-08-2023, 08:09 AM #1

It's an interesting thought, though a bit simplistic. Using outdated engines for modern workloads can work, but it often comes with trade-offs. Older systems were designed for less demanding tasks, so adapting them might require significant adjustments. While repurposing engines could offer performance benefits, it doesn't guarantee smooth results and may limit optimization potential. It's not a straightforward solution.

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frenchowner69
Junior Member
1
05-08-2023, 02:31 PM
#2
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frenchowner69
05-08-2023, 02:31 PM #2

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pvpking1234
Member
70
05-16-2023, 08:10 AM
#3
Considering the extra high-resolution textures and sophisticated lighting, shading, and 3D environments, the main hurdles are likely hardware limitations and software constraints.
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pvpking1234
05-16-2023, 08:10 AM #3

Considering the extra high-resolution textures and sophisticated lighting, shading, and 3D environments, the main hurdles are likely hardware limitations and software constraints.

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Da_Panda_aD
Junior Member
4
05-24-2023, 07:30 AM
#4
It likely hinges on how the system runs internally. If a fixed texture size is required, it could lead to issues or failure if you alter that—similar to older games that rely on a specific frame rate and struggle on higher-end hardware. However, if variable resolutions are supported, it should function more reliably. Your main concern is shifting from the original engine, which lacks modern features like advanced lighting and 3D environments, to a new setup that handles complex visuals differently.
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Da_Panda_aD
05-24-2023, 07:30 AM #4

It likely hinges on how the system runs internally. If a fixed texture size is required, it could lead to issues or failure if you alter that—similar to older games that rely on a specific frame rate and struggle on higher-end hardware. However, if variable resolutions are supported, it should function more reliably. Your main concern is shifting from the original engine, which lacks modern features like advanced lighting and 3D environments, to a new setup that handles complex visuals differently.

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arvid888
Member
118
05-25-2023, 09:25 AM
#5
@tikker You're referring to Unreal Engine 2 or 3 instead of id Tech 1. They offer much greater flexibility, requiring manual work. What do you think? I get the texture details, but what about the rest? Also, take GTA 5 as an example—some recent mods make it look more like the Matrix demo.
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arvid888
05-25-2023, 09:25 AM #5

@tikker You're referring to Unreal Engine 2 or 3 instead of id Tech 1. They offer much greater flexibility, requiring manual work. What do you think? I get the texture details, but what about the rest? Also, take GTA 5 as an example—some recent mods make it look more like the Matrix demo.

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Dormin15
Member
110
05-27-2023, 02:20 AM
#6
I believe I might have the answer, but just want your thoughts. Based on testing higher graphics loads in older game engines, it seems they can become a limiting factor and won’t run smoothly. For instance, with Doom 3 on my PC, when I zoom out to see the whole map, my FPS drops but GPU usage stays low—possibly due to a weak GPU or VRAM issue, which is what optimization aims to fix.
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Dormin15
05-27-2023, 02:20 AM #6

I believe I might have the answer, but just want your thoughts. Based on testing higher graphics loads in older game engines, it seems they can become a limiting factor and won’t run smoothly. For instance, with Doom 3 on my PC, when I zoom out to see the whole map, my FPS drops but GPU usage stays low—possibly due to a weak GPU or VRAM issue, which is what optimization aims to fix.

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Benomite
Member
132
05-28-2023, 03:36 AM
#7
Engine options can be adjusted to fit specific needs, but you quickly enter the realm of the Theseus paradox. You might compare UE3 to UE2, though it's clear that significant changes were made to justify the new version. For mods, highlighting recent graphical updates is essential. I suspect these depend on similar or newer technical solutions than what current engines offer. It also matters how much a modder concentrates—often they prioritize a particular detail, like GPU requirements, which can shift focus away from overall game quality. Performance usually suffers if the GPU isn’t fully utilized, making the CPU the main constraint. I’m not certain, but trying to view an entire map in Doom 3 likely illustrates this: the engine wasn’t designed for such expansive displays and struggles accordingly.
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Benomite
05-28-2023, 03:36 AM #7

Engine options can be adjusted to fit specific needs, but you quickly enter the realm of the Theseus paradox. You might compare UE3 to UE2, though it's clear that significant changes were made to justify the new version. For mods, highlighting recent graphical updates is essential. I suspect these depend on similar or newer technical solutions than what current engines offer. It also matters how much a modder concentrates—often they prioritize a particular detail, like GPU requirements, which can shift focus away from overall game quality. Performance usually suffers if the GPU isn’t fully utilized, making the CPU the main constraint. I’m not certain, but trying to view an entire map in Doom 3 likely illustrates this: the engine wasn’t designed for such expansive displays and struggles accordingly.

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_killer64_HD
Junior Member
2
06-01-2023, 03:54 PM
#8
It would fail because the software was built to work with limited memory. Exceeding that limit would prevent it from allocating resources or reaching them, causing a crash. Yes, the 2012 fear-based release was intended to prove the original Half-Life engine still functions in today’s games. By staying within bounds or improving the engine—through code changes and recompilation—it becomes much simpler to adapt old technology for modern needs. These are the main factors I know about why engines might fail. The older systems weren’t built for current hardware, which has more power but also different requirements.
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_killer64_HD
06-01-2023, 03:54 PM #8

It would fail because the software was built to work with limited memory. Exceeding that limit would prevent it from allocating resources or reaching them, causing a crash. Yes, the 2012 fear-based release was intended to prove the original Half-Life engine still functions in today’s games. By staying within bounds or improving the engine—through code changes and recompilation—it becomes much simpler to adapt old technology for modern needs. These are the main factors I know about why engines might fail. The older systems weren’t built for current hardware, which has more power but also different requirements.

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duhazneubin
Senior Member
583
06-03-2023, 02:36 AM
#9
Hardware compatibility remains the main concern, not just the amount of available resources. Even with extra VRAM, a game can’t simply increase its memory usage without fixing underlying issues. If an old engine struggles with certain features, you’ll need to find workarounds—most of the time this is manageable. Crashing due to improper setup is rare, but it’s important to address it properly. For VRAM, adjusting settings in the INI file can often resolve the problem without needing a complete overhaul.
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duhazneubin
06-03-2023, 02:36 AM #9

Hardware compatibility remains the main concern, not just the amount of available resources. Even with extra VRAM, a game can’t simply increase its memory usage without fixing underlying issues. If an old engine struggles with certain features, you’ll need to find workarounds—most of the time this is manageable. Crashing due to improper setup is rare, but it’s important to address it properly. For VRAM, adjusting settings in the INI file can often resolve the problem without needing a complete overhaul.

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calgarykidd
Junior Member
9
06-03-2023, 02:48 AM
#10
I understand the rest except for a few points. Generally, creating a new engine can be quite challenging, especially if you need an engine license and tools like ID Tech, Timberwood, or Unreal Engine. Sometimes, older engines have cleaner code and more advanced features than newer ones. If the source code is open, you can improve old engines with solid writing and functionality to speed up game development—provided your skills are strong and the original developer was clear about expectations. We worked with the Quake 3 engine; it wasn’t built for big maps or effects, so Jedi Knight and its sequels came later. Similarly, the Doom reboot engine was never meant for large-scale projects, which is why Raven Software introduced Quake 4 with new features. John also contributed by adding Mega Textures for Quake 4 and Quake Wars. Another option would be to adapt the Quake 2 engine into Far Cry 5, but at that stage it’s better to obtain a new license. With open-source code, you can modify an existing engine, add new effects, and recompile—making a solid game possible with retro visuals and modern updates. The outcome really depends on who builds the engine, who uses it, and who plays it.
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calgarykidd
06-03-2023, 02:48 AM #10

I understand the rest except for a few points. Generally, creating a new engine can be quite challenging, especially if you need an engine license and tools like ID Tech, Timberwood, or Unreal Engine. Sometimes, older engines have cleaner code and more advanced features than newer ones. If the source code is open, you can improve old engines with solid writing and functionality to speed up game development—provided your skills are strong and the original developer was clear about expectations. We worked with the Quake 3 engine; it wasn’t built for big maps or effects, so Jedi Knight and its sequels came later. Similarly, the Doom reboot engine was never meant for large-scale projects, which is why Raven Software introduced Quake 4 with new features. John also contributed by adding Mega Textures for Quake 4 and Quake Wars. Another option would be to adapt the Quake 2 engine into Far Cry 5, but at that stage it’s better to obtain a new license. With open-source code, you can modify an existing engine, add new effects, and recompile—making a solid game possible with retro visuals and modern updates. The outcome really depends on who builds the engine, who uses it, and who plays it.

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