Talk:Creation Engine

I remember hearing somewhere that snow will build up realistically instead of items always having a snow effect on them (if that made sense). Should I add it to the article? --Wiseman of the Wastes 15:41, May 25, 2011 (UTC)

If you can't confirm it, then no. Scar: "Say 'ello to my little friend!" 15:44, May 25, 2011 (UTC)

Deletion
I believe this should not be deleted, as it is related to Fallout 4. --DeathclawAlpha 22:53, November 2, 2011 (UTC)

Why remove?
This page should not be removed. This will probably be the engine that will be used in Fallout 4, an upcoming Fallout game. Thus, it relates completely to this site.

Really a new engine?
Everything I've seen regarding Skyrim points to it being a simple overhaul of Gamebryo. The creation kit, file formats, mod contents, all of it is damn near identical to Oblivion, Fallout 3 and Fallout: NV. It also has a reputation for bugs, many of which Gamebryo also shares. It's my opinion that the Creation engine is really just Gamebryo MkII. Bethesda just figured out how to make a texture larger than 512x512 is all. TestECull
 * The creation engine is indeed nothing more than the Gamebryo engine that has been revamped. This is very much evident by the facts you stated above, hell they even used FO3 assets for testing the engine. But it could very well be considered a new engine, just like Windows 7 is considered a new OS, even though it is actually 6.1. User avatar tag.gif Avatar talk.png 20:51, 29 February 2012 (UTC)

Where exactly is it mentioned by a developer?
Where is it mentioned by Todd Howard? If we say he said it, shouldn't we have the source for that claim?--Ant2242 (talk) 20:10, 4 June 2015 (UTC)

I am not sure why you need a 'mentioned by a developer', but I hope this helps: Fallout 4 is powered by a next generation version of Bethesda’s Creation Engine.

A previous iteration of the tech was used in The Elder Scrolls V: Skyrim, and marks a departure from the Gamebryo engine used for Fallout 3 and Fallout: New Vegas.

Speaking at E3, Bethesda Game Studios game director Todd Howard said the engine features full physical-based rendering and dynamic volumetric lighting. source --Pseudon2 (talk) 01:16, 16 June 2015 (UTC)