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Eidos Montreal's new custom engine, the Dawn Engine

Red Hawk

Diamond Member
Eidos Montreal, the developer of Deus Ex Human Revolution, revealed that they have developed a new custom engine to be used in future Deus Ex games on PC and "next-generation" consoles, the Dawn Engine.

http://community.eidosmontreal.com/blogs/dawn-engine

They haven't detailed any features of the engine, just provided one screenshot. The engine is based on a heavily modified version of the Glacier 2 engine, the engine Hitman Absolution uses.

DAWN_ENGINE_inengine_screen_1.jpg
 
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Hitman Absolution was an absolutely gorgeous game IMO, one of the best looking games I've ever played. It didn't run as well as other Squeenix games on my PC though... probably because of its high CPU demand and my less-than-stellar AMD CPU. Perhaps Dawn will have some multi-core optimizations?

Gotta love the naming trend of some of these engines... Frostbite, Snowdrop, Glacier... at least Dawn is a little different, hahah.
 
Still obsessed with the orange tinge I see though. Hopefully they'll drop that before the engine gets used.
 
Looks awesome. Deus Ex HR was a great game, and so was Hitman Absolution. Eidos seems to care about launching games in a finished state on PC too, so that's good.
 
Hitman Absolution was an absolutely gorgeous game IMO, one of the best looking games I've ever played. It didn't run as well as other Squeenix games on my PC though... probably because of its high CPU demand and my less-than-stellar AMD CPU. Perhaps Dawn will have some multi-core optimizations?

Gotta love the naming trend of some of these engines... Frostbite, Snowdrop, Glacier... at least Dawn is a little different, hahah.
I was not impressed with Hitman Absolution's graphics. I thought it looked horribly outdated at times especially on indoor environments. the game was way too demanding on the cpu at times too. even my oced 2500k could not maintain even 50 fps in some spots. it did get helped by the drivers Nvidia released to help with cpu overhead but that was long after I had finished the game. btw the main culprit for being cpu demanding was the reflections setting and that needs to be turned to low for those without really fast cpus.

Tomb Raider was a MUCH better looking game and no where near as demanding especially cpu wise.
 
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What? I think HMA's interiors are fine. They certainly don't look any worse than TR's interiors.

http://i.imgur.com/9BQgFgN.jpg
http://i.imgur.com/hs6NM4l.jpg
http://i.imgur.com/9EDpZHU.jpg
http://i.imgur.com/Sconsub.jpg



That I agree with.



I don't understand this. I've just been playing TR and HMA at 4K, and HMA looks much, much better. TR looks more crude and dated. It often has that washed out look that's so common in modern games, and HMA's textures are superior. That's not to say HMA is perfect. It has some annoying dithering or pseudo-film-grain effect that can't be disabled that's especially irritating in some maps, and other strange quirks like a green tinge at the top of the screen sometimes, but on the whole it's very impressive.

http://i.imgur.com/43W4sE0.jpg
I guess you are looking at a different game if you think Hitman looks good inside. get anywhere near most objects and its looks like a really old game. and nothing about those inside shots look good to me and thats probably the best possible ones you could even come up with. I think you need your eyes examined if you think Hitman looks better than Tomb Raider. we are just not going to agree here.
 
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The yellow tint in this screenshot is fine.

It's not like in DE:HR where the yellow was an actual filter placed on the whole screen. It overpowered every scene in the game.

The yellow in this screenshot comes from the lights themselves. In fact you can see different color lights are there also. As long as this is the case you'll end up with some variety in environments.

As opposed to them just saying "hope you like urine cause we covered our entire game in it!" like they did with DE:HR.
 
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It should be noted that they removed a lot of the yellow tint from DE:HR Director's Cut.
 
Never noticed a yellow/orange tint in DE:HR...possibly because I was in rapture from actually seeing a new Deus Ex game (that was actually good)
 
The orange tint was fairly obvious to me. It gave the game some atmosphere, but I can understand why some people would be annoyed by it. Dankk is right though that they removed the tint from the Director's Cut of the game (did they ever fix the performance issues that the Director's Cut had?).
 
The yellow tint never bothered me; it just felt "Deus Ex-ey" in the same way that enormous lens flare never bothers me in Mass Effect games. I've come to expect it as part of "the look."

Both the HM:A and TR screenies make me really happy new PC/Xbone/PS4 only engines are coming out to finally increase object/poly count + decent default textures. You can only make an engine look so good with only shader quality increasing...
 
The yellow tint never bothered me; it just felt "Deus Ex-ey" in the same way that enormous lens flare never bothers me in Mass Effect games. I've come to expect it as part of "the look."

Both the HM:A and TR screenies make me really happy new PC/Xbone/PS4 only engines are coming out to finally increase object/poly count + decent default textures. You can only make an engine look so good with only shader quality increasing...

Artificial lighting is rarely if ever "white" in real life.

High level of detail and efficiency is awesome, but can't we get more creative with the color palette?

Agreed.
 
To be fair, every new engine that comes out these days is almost always a improved or heavily modified version of something older.

Usually it's not heavily modified but added-to, it's rare that parts of existing engines are dropped or significantly re-written, usually they're modular and just add extra features, new graphics effects and things like that.

I can't help but feel that engines have become a point of marketing in of themselves, engines don't make products, it's what you do with it that matters.

Things like orange tints are nothing to do with engines but rather artistic game design decisions.
 
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