Overwatch Engine

Overwatch Engine




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Overwatch Engine
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What game engine does Overwatch run on?
Subreddit for all things Overwatch™, the team-based shooter from Blizzard Entertainment.
I can't seem to find any info if the game engine for Overwatch is new or an existing one.
By the looks of it, i would almost guess the Unreal engine, but does anyone know?
Not Saying it matter but i'm just curious.
Blizzard doesn't depend on commercially available engines out there. Like most elite developers, they usually build their engines from scratch to suit the needs of specific games. Why? Because while engines like Frostbite and Unreal are universal, they aren't tailor made for a specific genre like RTS. As a result, it's really not ideal for iterative development style Blizzard is known for. An RTS developed on an engine which is meant for RTS will almost always feel more polished than the one made using a 'universal engine'. (compare, for instance,Sc2's immaculate pathfinding with other RTS made from generic engines) If you take a gander at the current developers that use generic engines, you'd be surprised at how few of them are elite developers like Blizzard and Naughty Dog (both of which prefer proprietary engines).
Blizzard doesn't depend on commercially available engines out there.
Blizzard has in fact used Unity to create Hearthstone. Their willingness to create their own engines from scratch probably isn't tied so much to their Elite Developer membership card so much as it is their history. They've been building games from scratch since before commercial engines were a big deal. It's what they do and it lets them nail the quality down exactly where they want it; no need to compromise.
But as we've seen with Hearthstone they'll use a commercial engine if it does the job without the extra effort.
That was actually something i was thinking about.
I hope they will see the possibility for community map making. But we'll see.


Nov 4, 2015 12:23 pm 2018-08-13T04:41:50-05:00
Overwatch

Screengrab via Blizzard Entertainment /YouTube
The beta for Blizzard's first big new project in years, Overwatch, has put to bed at least one concern about the title: The game studio sure knows how to build a game engine for a shooter
The beta for Blizzard’s first big new project in years, Overwatch , has put to bed at least one concern about the title: The game studio sure knows how to build a game engine for a shooter.
One of the most critical components to a game’s success is its engine itself. It’s the foundation for everything that happens inside a video game. It displays the game’s content. It takes the player’s input. It plays sound. It governs the online experience. It executes the game’s logic.
So if the engine has problems, no matter how well a game is designed, how brilliant its art direction, how impressive its concept, it just won’t be a solid experience. If the input is slow or laggy, even by just a few dozen milliseconds, the game feels disjointed and wrong. If its performance chokes, the player experience is ruined. If the netcode, which governs communication between the players and the server, has issues, a player can experience immersion breaking issues that border on unplayability. That’s even ignoring the possibility of bugs and even crashes, the most frustrating and obvious problem with any program.
When Blizzard announced Overwatch , one of the biggest questions for the game studio was how it would handle creating its own first person shooter engine. Could it design a solid game engine for the first person shooter genre, one with notoriously exacting demands from players, and a genre where the feel of the game is incredibly important?
The massive video game company has decades of development experience and the resources to hire top talents, but a shooter engine is an entirely different undertaking than any product it’s created before. Massively multiplayer games like World of WarCraft are incredible feats of engineering, but instead of the wide margins in input latency acceptable in a game like World of Warcraft , a shooter requires exacting precision.
After playing over 30 hours of Overwatch during the past week, it’s not an understatement to say that it’s engine is very impressive. And a lot of pro players from various games agree.
“It’s the smoothest engine ever,” Brandon “Seagull” Larned, a former Team Fortress 2 pro player, said. 
Andrew “id_” Trulli, a three-time Quakecon champion in Quake Live CTF, has no complaints, calling it “quite smooth.”
That’s high praise considering Trulli’s background as a Quake player. The Quake series is legendary for its fast-paced deathmatch gameplay, but it may be better known as the granddaddy of many of the most popular shooters in history. It’s game engine and derivatives are the basis for games like Half-Life and Call of Duty , as well as Valve’s eventual Source engine. That’s because it’s a solidly performing framework that offers players a smooth and consistent gameplay experience compared to many other similar platforms.
So far in Overwatch , pros from various games may have some criticisms. Trulli believes the movement should be 15 percent faster and more dynamic, for example. He wants more customization options, like a higher field of view maximum and the ability to set custom key binds per hero. But those are issues with design and features, things Blizzard can easily add to the game should there be demand for them. Right now, both players agree the engine is a more than solid base for the next big shooter title; it’s actually a strength.
Larned’s only issue is with the netcode. “I cant dodge shit I should be able to,” he said. “It’s not precise enough. That’s my only issue. Literally everything else is insanely good.”
The hit registration—the logic that governs whether a shot you fire actually hits a target—is “perfect,” he says. But that may come at the expense of being able to dodge, especially while playing online in a high latency environment. Overwatch uses client-side netcode, which means when a player sees a shot they make, the shot counts. That means that your experience, as relayed to you by the server, may be a bit different than the one the guy shooting you is having. If you dodge a shot on your side but the other player hit it on his, you’ll take the hit.
Trulli says he has similar problems, especially when dueling with Pharah, the flying rocket soldier hero. “Collision detection seems a bit off for Pharah rockets,” he said. “That could just be latency.”
Both Trulli and Larned have been scrimming with players from their respective games and they’ve tried playing on European servers. Trulli gets around 90-100 ms ping to Blizzard’s west coast server, and 125 ms to Europe. In many games, like Quake and Team Fortress 2 , a 125 ms ping is mostly a death sentence. But in Overwatch , it feels “pretty good,” Trulli said. “Nothing noticeably laggy.” That’s enabled some America versus Europe practice sessions, even if it’s also caused some frustration with the death cam, which sometimes shows your character suffering a grisly fate without completing an action you input just before you died. In many ways, that’s a solid tradeoff—the experience with high ping will be better for more players, making the game more accessible.
That kind of base experience is going to be key for Overwatch . The beta, at the moment, is “really well polished,” Trulli said. Neither player has had problems with crashes. The game runs very smooth. The performance is great, especially considering the visual quality—“very pleasing to the eye,” he says—and the amount of particle effects some of the heroes can spam. The netcode is solid and provides a playable experience even with high latency. Some players have complained about some input lag, but part of that may also be getting used to the animations for certain hero abilities. It’s not something either Larned or Trulli have experienced.
“They have a really good base for an FPS game,” Trulli said. That clears up one of the key concerns for many players entering the beta. The technology behind the game isn’t going to get in the way of making Overwatch a great experience.
In case you aren’t one of the lucky few with beta access, both players regularly stream the game, including practice sessions featuring teams of competitive players (like this author) from a variety of previous esports titles. You can catch their streams at twitch.tv/id_tv and twitch.tv/a_seagull . But don’t be too dismayed if you can’t play—Blizzard will soon start hosting beta weekends to stress test its servers, giving access to more people, and the company has said this should be a relatively short beta period. Hopefully.

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Why did everyone spam on the forums the game is taking so long because of the new engine development…
It’s a new version of the engine. One that now allows them to do a lot of the PVE stuff they wanted to back in the Archives days.
Its the same engine as the first game. Just wanted to make that clear so everyone knows.
looking at all the effects that they showed off its the Overwatch Engine 2
(I think they called it the Dynamo engine)
Look at the development of the unreal engine each version is a massive leap forward and takes a lot of time and effort to develop for and get right
One screw up in the engine department and the whole game is effed
Blizz, Epic and EA at least put effort into their engines unlike Bethesda
Many people were saying the delays were because of a new “engine”.
They stated tonight they are using their 2014 Domino engine still for Overwatch 2.
I’m not saying its bad… Call of Duty still uses a 2005 Quake3 engine in 2021.
the engine is part of the delay since they had to make the engine and make new effects, outfits, and details to EVERYTHING about OW2. Its not using the same engine as OW1, OW1’s engine is being updated to the OW2 one tho when OW2 releases
They said in the Blizzcon video they are using the same Domino engine and making changes to it.
Just making sure people understand that.
give me the link to the video and tell me the time where they said that. I dont believe you
Welp, some people will confuse updatign existing thing, with making new one.
If they would really make new one, we would wait 5 more years probably.
Watch today’s Overwatch 2 presentation at Blizzcon.
The art guy at the end explains they are making changes to the old engine for Overwatch 2.
old engine…meaning taking stuff from the OW2 engine and replacing the old stuff from the OW1 engine.
I really don’t think you understand how video game engines work. It’s a new version of the engine, which may as well be a new engine entirely at times.
Updating and making changes to a game engine itself IS a very time consuming task.
Updating and making changes to a game engine itself IS a very time consuming task.
Yea, but it seems to take less than making new one from nothing.
Unless you base it on some open source engine at first.
It’s a reworked and updated version. New clothing physics, sound, visual effects etc.
They seem to have done quite a lot already. I’d take a guess that if the world were normal, they probably would be further ahead. They’re doing well given circumstances, but Jeff did say they hadn’t been back to Blizzard HQ in over a year.
There’s probably more than engine, but it seems there’s a lot of fine tuning and tweaking. They still have a lot of things to finalize, it seems.
This is also why people who are only interested in “Comp/PVP” will not have to purchase Overwatch 2 to partake in the competitive Overwatch 2 gameplay. Only the PVE stuff.
Updating and making changes to a game engine itself IS a very time consuming task.
Yea, but it seems to take less than making new one from nothing.
Unless you base it on some open source engine at first.
Doesn’t really change the fact that it is still a time consuming process. You have to keep in mind that they are actively updating and modifying the engine while still working on the first game itself.
Overwatch 2 hasn’t been the only thing they have worked on for the past five years. I’m pretty sure everyone is fully aware that updating a game’s engine to a new version isn’t as time consuming as making one from scratch.
Your point has no real base. It just seems like you made this thread to gloat and provoke, rather than actually try and create a discussion.
And, even then, those people will probably wind up buying the new game; if only for the new game modes or the updated engine alone; or when the inevitably lock certain competitive modes behind the new game. You’re putting a lot of words in to a lot of people’s mouths right now.
And what is your point, exactly? It’s still time consuming. They have to make sure the visuals work perfectly , that the sound and maps work perfectly - any small issue, even the tiniest mistake, and it’s back to the drawing board.
Not to mention making sure the new enemies work perfectly, and that the hero missions (for every single hero implemented into the game - let that sink in: over 30 different PvE missions, and that’s only just the hero missions ) and all the pre-mission cinematics work.
The new cloth physics and design, making sure all the brand new environmental weapon sounds work across multiple indoor and outdoor environments, the dynamic weather effects work well and are compatible and accessible on every single PvE map. Not to mention that they’re working on the camera shaking without it making players sick.
Also, passive and balance tweaks for every class - Reinhardt alone had things they were playing around with. There will be 30-40 heroes to do that with. Soldier’s talent tree showed fifty-three upgradeable talents with different levels (max 3 I think) depending on talent. Adding Sojourn, that’s 33 heroes. 1749 talents to work on and perfect, if they keep that system.
And that’s only what we’ve been shown.
During COVID. Across zoom meetings. With no access to their tech at Blizzard HQ.
If you don’t want the game, that’s fine. PvP and ranked fans will still play PvP and ranked. This expansion was always intended for PvE fans.
This is also why people who are only interested in “Comp/PVP” will not have to purchase Overwatch 2 to partake in the competitive Overwatch 2 gameplay. Only the PVE stuff.
Also, rereading this, and I think you’re forgetting that OW1 is being upgraded and all non PvE content is being added to vanilla game (one example is the ‘push’ gamemode, and the subsequent Toronto map. Same with the new heroes - all of these are built on the updated engine.)
Yeah, I’m really mad that OW1 is being essentially left behind right now. I don’t believe in content being locked behind something when we don’t know when that thing is coming to us. But don’t discredit hard work. They’ve really stepped up this Blizzcon.
Making iterations to a game engine is fine. At its base its still the original engine.
As I said Call of Duty still uses a 2004 Quake3 engine and over the years changes were made.
Its still 2004 source code. Just like Overwatch 2 uses original Domino source code.
I’m pretty sure everyone is fully aware that updating a game’s engine to a new version isn’t as time consuming as making one from scratch.
Welp, but that is what this topic is about
Its updated one, not new one.
New version of it, yea, but for some reason no one want to use that in their post saying all the things OW2 brings to the table.
There were people out there who would fight you over the statemt that it is not upgraded engine. Not sure if they are still around after this blizzcon.
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