Gamers, Start Your Engines! 6 Top Gaming Engines Face Off
A brief look under the hood of the top engines driving today's PC games
If this year's crop of rocky video game launches has taught us anything, it's that coding video games is hard. Sit through the 30 minute scroll that passes itself off as a credits screen these days and you'll see just how many moving parts go into making today's games. With gigabytes of art assets to create, pages of story to write, hours of dialogue and sound to record, a tangled web of complex behaviors to script, and, oh yeah, actual levels and gameplay to design, one thing is clear: making games isn't all fun and games.
Yet despite the ever-increasing complexity, the creation process is more streamlined than ever. Why? Licensable game engines, tools, and middleware. From specular maps to dynamic shadows, high dynamic range rendering to cloth simulation, from pathfinding to AI reaction behavior, game engines take care of all the nitty-gritty graphical and scripting groundwork and provide a solid (hopefully) codebase for our beloved games. And just like you wouldn't throw a HEMI into a Smart Car, or a power-saving hybrid into a monster truck, knowing which engines excel at which tasks is crucial. So here's a quick look at a cool dozen—a V12, if you will—of the biggest engines and middleware tools in use today.
Source

The Skinny: Developed by Valve Corporation, 2004; Written in C++; Proprietary but fully licensable with downloadable SDK and mod tools
You Know it From: Half-Life 2, Team Fortress 2, Left 4 Dead 1 & 2, Portal 1 & 2, Garry's Mod, Xenoclash, et. al.
The Lowdown: We’ll start at the Source, the Source Engine, that is. An oldie but a goodie, the Source Engine debuted in 2004 with Half-Life 2, but its roots go back even farther. In fact, like many 3D engines, its origin goes all the way back to the Quake 1 engine, also known as Id Tech 1. From Id Tech 1 sprung a plethora of engines, including Valve's heavily modified GoldSrc (or GoldSource) engine, which powered the original Half-Life. The engine has since been extensively updated, revamped, and rewritten, but Source is still technically built on its GoldSrc roots, and, ostensibly, on 1996 Quake-era technology.
Though the Gold has been dropped from the name, the Source Engine has still been gold for Valve (That's Gold, Valve! Gold!!): Since its initial release it has become the sole development engine for Valve, and has been featured in all Valve releases. Now clearly showing its age, constant SDK and library updates have kept Source surprisingly relevant, and even their latest games, such as Left 4 Dead 2, Portal 2, and the upcoming DOTA 2 continue to run on Source.
Strengths: Source's main strength is its extreme scalability. With a full array of lighting, shading, and animation tools, and fairly good multi-processor support, it delivers high-fidelity graphics and surprisingly detailed particle and radiosity effects even on low-end PCs…even the XBox 360. Source's relatively small footprint and its integration with Steam and Valve servers make it a natural for online multiplayer development as well.
Its skeletal and facial musculature systems make it easy to create lifelike characters with expressive emotions and believable lip-synching. The animation and reverse kinematic tools still provide impressively realistic behavior and character/environment interaction with less clipping than many other newer engines. These qualities make the Source engine ideal for cinematic applications like machinima.

Garry's Mod, a popular Source-based sandbox modding tool shows off the um…realism…of Source's facial animation capabilities.
While not an open source engine, multiple SDK builds, modding tools, level, animation, and camera editors are freely available for distribution and (non-profit) development. And the Valve Developers' Community represents a massive online knowledge base and resource for developers and modders.
Weaknesses: As we mentioned, Source is old itself and based on even older source code. As such, most of its shortcomings derive from its paleolithic status. There's no native support for DirectX11 features, and it only supports up to Shader Model 3.0. As with many legacy engines, Source's corridor-based shooter roots lead it to struggle with large open areas and long draw distances. The end result is somewhat flatter, starker looking games. Games with strong art direction based on clean, crisp and simple graphics (like Portal 2 and Team Fortress 2) work well in the engine, but games with more realistic characters, more organic environments, and more interactible characters and terrain are impossible with the engine's polygon, texture mesh, and lighting limitations.
Another weakness of the engine is on the development side, where its outdated toolsets are purportedly extremely difficult to work with. Also, due to the age of the engine, multiple non-compatible builds of the SDK and the tools are available, which can complicate things.
Coming Soon: Counter-Strike: Global Offensive, DOTA 2
Id Tech 5

The Skinny: Developed by id Software; announced 2007, released 2011; Zenimax proprietary engine, not licensable
You Know it From: RAGE
The Lowdown: Though Source may be part of the Quake/Id Tech extended family, Id Tech 5 is the direct descendant in id Software's line of 3D engines. Ironically enough however, despite sharing a name and much of the same development team, Id Tech 5 has far less in common with its mid-90s ancestor than Source. The brainchild of graphics pipeline mad scientist John Carmack, Id Tech 5 uses a number of novel ideas such as the MegaTexture and Virtual Texturing.
It’s hard to judge an engine based solely on one game, but RAGE was a strong showing for the rookie engine. Despite Id Tech 5 being in its infancy as far as released products are concerned, the ever-forward thinking Carmack and team already have their sights set on Id Tech 6, which is purported to use innovative texel and voxel techniques, including implementation of Sparse Voxel Octree.
Strengths: The primary talking point in Id Tech 5 is its use of the MegaTexture, first developed as an add-on technology for the previous Id Tech 4 engine. The idea is simple, instead of having smaller individual textures, the MegaTexture is one giant texture space used for terrain. Using one large texture space and pulling only the appropriate texture data for a given area allows Id Tech 5 to use VRAM far more efficiently, and doesn't waste cache and processing in repeating textures. The technology also supports ridiculously high-res texture maps of 128,000x128,000 pixels whereas the "HD" textures in most other engines top out at 4096x4096.
Unapologetically developed with console performance in mind, RAGE and Id Tech 5 perform amazingly even on dated console hardware. The engine focuses on smoothness of gameplay and high framerate, and its default performance options prioritize maintaining as close to 60fps at all times as is possible. Long draw distances and strong performance even in large open areas and during intense onscreen action make RAGE look wonderful in motion, and it's probably the best-looking console game on the market at the moment.
Weaknesses: The MegaTexture giveth and the MegaTexture taketh away. Despite being the engine's most touted strength, the one glaring weakness with Id Tech 5 is texture pop-in. MAJOR texture pop-in. Though patches and driver updates since launch have removed many of RAGE's most damning performance issues, PCs with slower hard drives and less VRAM still display some truly unacceptable texture load-in issues when changing direction quickly in the game's open areas.
The engine's focus on smooth framerate is yet another double-edged sword. In order to maintain high framerates, visual sharpness and clarity can take occasional hits, not all that noticeable on consoles, but extremely noticeable on the PC. Also, despite the gaudy texture sizes supported by the engine, RAGE was plagued by inconsistent texture quality, detail, and resolution.

Id Tech 5 looks great in motion, but a keen eye will notice blurry low-res textures along the outer edge of the screen.
Id Tech 5's other main weakness is its proprietary status. While John Carmack has expressed a desire for Id Tech 5 to become not just licensable, but open source (all other previous id software engines now are), parent company Zenimax has stated that Id Tech 5 will remain a proprietary engine. We may hope for a Fallout 4 using Id Tech 5 (Zenimax is also the parent company of Fallout developer Bethesda), but id and Zenimax have remained mostly silent about the future availability of the engine.
Coming Soon: Doom 4
Comments
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sbsk2000
December 29, 2011 at 9:51pm
Very good article, though I kind of hoped for at least a mention of CD Projekt's RED Engine that powerd The Witcher 2. It was some of the more impressive displays of graphics tech I've seen this past year.
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kixofmyg0t
December 24, 2011 at 11:11pm
The Radeon HD 3200 in my laptop(yup not much of a PC gamer. I still enjoy Red Alert 2 more than Battlefield 3) doesnt have enough muscle for any of these engines lol.
Maybe Source.....on low detail....maybe.
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iceman08
December 27, 2011 at 8:32am
Similar boat. I want to game on PC, but I'm stuck with an old laptop. don't have the fund to build a rig. I did the canyourunit test, and I swear the website laughed at me for half the games i tested
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JohnP
December 23, 2011 at 4:41pm
Terrific article! Thanks...
I noticed that 3D effects was not mentioned in relationship to any of the engines. Is that because there are so few examples or that the numbers are not there of people running 3D consistently on the PC or consoles?
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FullArmageddon
December 23, 2011 at 10:05am
I'm excited to see what Kojima's new Fox Engine looks like when his new title is officially announced.
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RUSENSITIVESWEETNESS
December 24, 2011 at 11:05am
First: Battlefield 3 is playable at 1920x180 and Ultra settings with a single GTX 580 or above. The processor doesn't matter at all, provided it has at least two cores. Extra video cards aren't needed, unless you're playing at giant resolutions. Does Nvidia pay you to write otherwise?
http://www.bit-tech.net/hardware/2011/11/10/battlefield-3-technical-analysis/1
Second: Yeah, the Creation engine is a steaming pile of crap from a dozen dogs. How many years did it take before PC technology advanced enough to manage playable frame rates with Oblivion? Four? Five? I built a i7 with a GTX 580 and 12Gb of RAM--very modest by today's standards, but should absolutely crush a six-year old game. It doesn't. Sure, everything's maxed out, but it still stutters and sputters once in a while, whenever there's too much for the engine to handle, confined as it is to kiddie console design limitations.
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bling581
December 27, 2011 at 11:19am
I have a single GTX 580 with only 4 GB of RAM (one stick died!) and I play BF3 and many other games on Ultra at 1920x1200 on a 30" flat screen. No lag or hiccups during gameplay at all.
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stradric
December 23, 2011 at 6:48am
You mentioned Doom 4 in the coming soon for id Tech 5. I'm pretty sure that project has been put on hold by Bethesda after the poor showing from RAGE.
RAGE sucked, and I've sworn off id products because of it.
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praetor_alpha
December 23, 2011 at 6:43am
Unreal 3 engine has been around forever and is in pretty much the default for everything. If I'm not mistaken, it debuted in 2006 with Gears of War. And yes, it's too easy to make everything look like everything's coated with vasoline.
I was wondering what Scaleform was, I saw it on my Skyrim box (thanks).
I still see BINK video show up in modern games. Sure it's designed for games, but it was also designed in the 90s! GPUs can now accelerate H264 and 1080p should not make a modern gaming machine break a sweat.
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h e x e n
December 23, 2011 at 6:02am
If I built a game right now it would be with the Frostbite 2 engine, I'd just have to work for EA :p
I have a screenshot of something similar to your BF3 picture as my desktop background and have had more than one person think it's a real photo.
Absolutely beautiful engine.
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Nimrod
December 23, 2011 at 4:12am
I thought the engine that ran S.T.A.L.K.E.R. looked pretty good when it wasnt crashing. It was the first to support DX 10.1 and was later one of the first to use DX11. If S.T.A.L.K.E.R. 2 ever comes out it will be multi-platform as well!
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smashingpumpin
December 23, 2011 at 2:36am
Speaking of Game Engines, I'll just leave this here...
I sure hope they're working on AA4 with Cryengine 3 for the rest of us.
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The Corrupted One
December 22, 2011 at 10:10pm
You forgot about Unity, (my favorite)
Unity 3D is freaking beast.
It deserves way more attention.
It's so easy to use, (it can work from Python!)
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j814wong
December 22, 2011 at 9:12pm
Unigine also supports Linux, OSX, Windows, PS3, Android, and iOS. It's felxibiltiy is worht noting in terms of platform support so I think this should be mentioned.
+1 for Linux support!
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noobstix
December 22, 2011 at 6:06pm
Gamebryo/Creation = Windows XP Home of game engines. Anything past 2 CPU cores and 2 GB of RAM is basically a waste of resources. You would think that only using such limited resources on a high-end machine (with a quad-core and at least 8 GB of RAM) would not stress it at all. Not only is the system still stressed, but the game can still look and run like shit. I feel kinda bad for Xbox and PS3 players who run into major bugs and stuff because they have to keep reloading previous saved games and try not to do anything to trigger the errors while PC gamers can just "console" their way past it (unless the game ends up freezing or CTD).
Everything else on that list is pretty good. If anything, I would say the graphical glitches in the Unreal Engine 3 are pretty prominent in Bioware games. At times, Mass Effect can look like a garbled mess of high-res and low-res textures. I think Dragon Age Origins might've fried my GPU (though I still blame the manufacturer for the quality). For the Crytek engine, I used to only be able to run Crysis 1 on Medium (AMD Athlon 64 X2 5600+ w/ Diamond Radeon HD 3650) for "playable" framerates. Now I can bump it up to Ultra while still retaining those "acceptable" framerates. My only experience with the Frostbite 2 engine was during the BF3 Beta so I can only say that it looks and runs like the Crytek engine on my current rig.
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Jeffredo
December 30, 2011 at 10:45am
You're right, Gamebryo is a dinosaur that needs to be put down. I would hope Skyrim is the last game Bethesda uses it for, but I bet the "Creation" engine shows up in Fallout IV as well.
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JCGPZ9
December 23, 2011 at 1:00am
I was wondering the same. Dirt 3 looked great, even on older hardware. F1 2011 took it even further by showing the little movements here or there on the F1 cars. At least the engine will see use beyond racing games.
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DanScharff
December 22, 2011 at 5:40pm
Actually, I was going for ballyhooed. Still, thanks for pointing it out.
As for which engines made the cut, there are plenty of interesting engines out there, but we tried to focus mostly on high profile engines that either have been or will be used by multiple developers and/or multiple games.
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jadei
December 22, 2011 at 5:01pm
You missed the best engine of all. The Avalanche engine used in Just Cause 2.
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Biceps
December 22, 2011 at 5:14pm
+1 The huge view distances, the easy use and setup of NVidia 3D Vision, the great graphics and the relative absence of bugs are all things that made this one of my favorite games of 2011.
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niemivh
December 22, 2011 at 4:55pm
Articles like this are why I keep coming back to MaxPC. Information presently fairly is interesting. Inflammatory headline grabbing, by feeding chum to the reactionary elements of the web community is not interesting. Keep more articles like this coming!
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rook
December 22, 2011 at 4:18pm
What makes you think id tech 5 is a top game engine? Call it Carmack's Wasted Effort.
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