Common misconceptions about euphoria and Rockstar's animation heavy priority. Character responsiveness has nothing to do with the euphoria tech, it's an intended design choice on rockstar's part. Euphoria only kicks in at certain states, the rest is just blended mocap.Some of these were scrapped because it didn't go well I guess, Euphoria is still used but it had a heavy weight that made some gameplay features such as driving in GTA IV to be boat like, and even movement in GTA V is kinda hassle, Max Payne 3 was also clunky at times.
The reason euphoria isn't popular is complicated:
1# it's not a plug and play middleware solution. You need to hire a team to implement it.
2# it needs to gel with the chosen physics engine. They chose 'Bullet physics' because of it's open source nature, but therefore it implemented deep into RAGE's core, so it's hard to make iteration changes.
3# euphoria's developer got bought up, and isn't developing new tool, only still offering support.
4# bit of a sidenote: Euphoria is heavily single threaded on CPU. it's developed in the era where developers though higher clock speed single threaded performance was going to be the future (it turns out, not at all). And because of point 3# it's not really future proof, which is a shame. Crysis 1 is a great example of this same fallacy. (Designed around single threaded speed, remaster even nurfing NPC amount because it's still to heavy for today's CPU's)
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