Thread 11793564 - /vr/ [Archived: 1329 hours ago]

Anonymous
6/11/2025, 1:42:07 AM No.11793564
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Why did SEGA switch from their SA1/SA2 engine to Renderware with Sonic Heroes?
Replies: >>11793570 >>11793583 >>11793631 >>11793768 >>11794556 >>11794964 >>11795009
Anonymous
6/11/2025, 1:45:00 AM No.11793570
>>11793564 (OP)
I'm guessing that RenderWare makes it easier to make it multiplatform
Anonymous
6/11/2025, 1:51:41 AM No.11793583
>>11793564 (OP)
Simply put: their in-house engine sucked and was a pain to work with.
They've probably realized working with the SA1 spaghetti code and overly convoluted ninja chunk model format wouldn't be worth the trouble for their next multiplat title.

Renderware was significantly easier to develop for. It made sense.
Replies: >>11793586 >>11793595
Anonymous
6/11/2025, 1:54:59 AM No.11793586
>>11793583
The controls/physics suffered though. Heroes feels like shit to play compared to SA1&2
Replies: >>11793596 >>11794540 >>11794974
Anonymous
6/11/2025, 1:57:27 AM No.11793595
>>11793583
>ninja chunk model format

Dreamcast didn't use Ginja (GameCube Ninja) model format
Anonymous
6/11/2025, 1:57:37 AM No.11793596
>>11793586
>The controls/physics suffered though. Heroes feels like shit to play compared to SA1&2
That's more of a tuning issue than an engine issue. SEGA probably had difficulties properly translating the physics over to the new engine hence why it's so jank in Heroes and Shadow.
I mean they're not exactly known for being the most competent developers let's be real here.
Replies: >>11793819 >>11795142
Anonymous
6/11/2025, 2:21:56 AM No.11793631
>>11793564 (OP)
No idea. I just wish they had kept the good control from it instead of the slippery controls Heroes had.
Anonymous
6/11/2025, 2:39:19 AM No.11793664
>WHY
>WHY
>WHY
Zoomer trash thread #14786149860379
Replies: >>11793679
Anonymous
6/11/2025, 2:51:57 AM No.11793679
>>11793664
Love these repeated autistic schizo meltdowns over extremely specific things. Keep at it pally.
Anonymous
6/11/2025, 3:49:33 AM No.11793768
>>11793564 (OP)
It makes sense to switch to an engine already designed for the primitive 3d hardware that consoles other then the dreamcast had.
Anonymous
6/11/2025, 4:14:07 AM No.11793805
>11793664
>a-am I fitting in, guys?
Anonymous
6/11/2025, 4:21:14 AM No.11793819
>>11793596
Hopefully one day they will get a decompile / recompile and people can fix both of those games up.
Anonymous
6/11/2025, 3:24:21 PM No.11794540
>>11793586
Because the levels were bigger so they turned up the movement speed. That's all it is. The levels in Sonic Heroes are already 10 minutes long in some cases, with Adventure speed they would be 20 minutes.
Anonymous
6/11/2025, 3:30:16 PM No.11794546
Was 6th gen the first time this "engine" thing started?
I don't remember seeing logos for "engines" at the start of retro games (pre-2000), but everywhere from 6th gen on
Replies: >>11795185
Anonymous
6/11/2025, 3:37:05 PM No.11794556
>>11793564 (OP)
Whatever they used for SA1 and 2 didn't translate well to the Gamecube: 2 ran worse and while 1's frame rate increased it had a lot of graphical glitches and hiccups
Anonymous
6/11/2025, 3:39:15 PM No.11794561
Supposedly because of Sony demanding they make a version of the game for PS2 or lose publishing access to the platform.

The game was originally built on a custom engine designed for GC and Xbox.
Replies: >>11794996 >>11795150
Anonymous
6/11/2025, 9:22:15 PM No.11794964
>>11793564 (OP)
easier to port, while it could be ported with the original nights engine to gamecube and xbox without difficulty it created issues for the underpowered ps2.
same happened with dead or alive 2, the original dreamcast gameuses an engine quite different to the one used on the other ports, making the dreamcast version the only arcade perfect port.
Replies: >>11795017
Anonymous
6/11/2025, 9:28:43 PM No.11794974
>>11793586
That's always a developer problem, not an engine problem. It's like saying you can't make Half-Life or Quake in Unreal Engine; you totally could, but that's a competency factor for the dev more than any inherent factors with the engine.
Anonymous
6/11/2025, 9:44:47 PM No.11794996
>>11794561
humiliation ritual
Anonymous
6/11/2025, 9:52:45 PM No.11795009
>>11793564 (OP)
Heroes (and later Shadow 05) had to be multiplatform
Anonymous
6/11/2025, 9:58:36 PM No.11795017
>>11794964
It will always be one of those acclaim gaems instead a full blown tecmo title.
Anonymous
6/11/2025, 11:27:46 PM No.11795142
>>11793596
That argument hardly makes sense considering heroes sucks even compared to other sonic team games.
Anonymous
6/11/2025, 11:30:49 PM No.11795150
>>11794561
I don’t remember any good SEGA games on PS2 anyway. They should’ve said no.
Replies: >>11795536 >>11795834
Anonymous
6/11/2025, 11:53:24 PM No.11795185
>>11794546
Things like Renderware existed in the 90s but 6th gen is when you really started to see a lot more games use various kinds of middleware like that, CRIWARE comes to mind as another popular middleware you see on a lot of PS2 games
Anonymous
6/12/2025, 3:59:05 AM No.11795536
>>11795150
Sega had a ton of great games on PS2.
Anonymous
6/12/2025, 6:41:14 AM No.11795834
>>11795150
Yakuza, VF4, Shinobi