• simple@lemm.ee
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    3 months ago

    That’s because the old game is still there, it’s internally running the same engine under the hood but with Unreal Engine 5 used for its graphics & rendering.

    • NocturnalMorning@lemmy.world
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      3 months ago

      That doesn’t make any sense.

      Edit: you can downvote me all you want. That’s not how game engines work.

      • Ganbat@lemmy.dbzer0.com
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        3 months ago

        It’s the same thing we saw with Halo CE Anniversary on the Xbox 360.

        Edit:

        you can downvote me all you want. That’s not how game engines work.

        Just so we’re clear, that edit wasn’t there when I made this comment. Bro edited in a double-down even after getting real-world examples that are over thirteen years old. It takes a crazy kind of confidence to stare reality in the face and say, “Nah, I don’t like that, so it doesn’t exist.”

        Halo CEA used the original Blam Engine as a backend and Sabre’s engine in the frontend, it just made the new rendering engine toggleable. Sonic Colors Ultimate did the same thing, too: the backend is the Hedgehog engine and the frontend is Godot.

      • catloaf@lemm.ee
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        3 months ago

        That is, in fact, how game engines work, if the game logic and renderer are decoupled. Usually they’re not too tightly coupled in the first place, but Unreal is specifically designed to be used in more than just games.

        • NocturnalMorning@lemmy.world
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          3 months ago

          Yeah, I read up on it a bit after making this comment. Kinda crazy that they were able to get Unreal graphics to render as the so called “front-end”. Definitely can’t do that out of the box.

      • deegeese@sopuli.xyz
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        3 months ago

        Which published games have you worked on, and what would preclude those from using separate engines for gameplay and graphics?

  • LucidNightmare@lemm.ee
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    3 months ago

    The game is using two engines. One, the original “brain” of Oblivion. Two, the Unreal Engine 5. The “brain” is doing all of the calculations and whatnot behind the veil, the veil is Unreal Engine 5 with all the pretty effects and textures.

    Mods are already over 200 on Nexus for a game that just came out two days ago.

    As an Oblivion fan, this seems like a buy for me. The only mods I’d need are some of the better vampire mods and maybe a Bag of Holding mod like in the original. Other than that, it looks pretty good!

    • hector@sh.itjust.works
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      3 months ago

      I don’t even know how they achieved that ! Do they directly reuse engine code in UE5 CPP? There must have been some porting yo do right ?

      • twice_hatch@midwest.social
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        3 months ago

        Usually graphics are a one-way street, you can run all the game logic headless and then punt data over to graphics and forget it since the rendering doesn’t affect gameplay

        I think that’s how the PS4 version of Shadow of the Colossus worked, they recompiled the PS2 code and just replaced the graphics layer with a newer graphics engine

        • hector@sh.itjust.works
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          3 months ago

          That’s so impressive ! I wish I had more insight to this, I’m not a graphic dev nor a game Dev but those things are super interesting

    • x00z@lemmy.world
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      3 months ago

      As an Oblivion fan, this seems like a buy for me.

      Well you’re paying €55 for a graphical update.

      That’s extremely overpriced.

      • homicidalrobot@lemm.ee
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        3 months ago

        If it was just facelifted and made to run on and detect newer hardware and peripherals, I’d agree, but the remaster offers a lot of new flavor to the tune of voice acting, animations, rebalancing of the leveling mechanics, and fixes to ancient bugs like paintbrushes and quests breaking mid-way. Typically not a fan of remasters, but they usually don’t have this much actual work done. Even some of the world objects have been fixed and moved around like the randomly placed giant rocks no longer serrating the gold road.

        • accideath@lemmy.world
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          3 months ago

          The voice acting alone is worth a lot. Oblivion did not age well in that regard. Not that it was ever great to beginn with…

  • RaoulDook@lemmy.world
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    3 months ago

    Well that’s not too surprising, when the original game’s installer files are only about 5-6 GB in total, and the remaster requires 120GB of space. They probably have a couple copies of Fallout in there too just for bloat.

    • tempest@lemmy.ca
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      3 months ago

      I mean I’m pretty sure the massive game sizes we see today are almost exclusively caused by high res textures and assets.

      • kata1yst@sh.itjust.works
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        3 months ago

        Bethesda was notorious back in the day for using uncompressed textures. Not lossless textures, just fully uncompressed bitmaps. One of the first mods after every game release just compressed and dynamically decompressed these to get massive improvements in load times and memory management.

      • snooggums@lemmy.world
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        3 months ago

        I look forward to the day that game companies start making hi res textures an optional part of the installation. I don’t need all of the textures used for 4k when I’m running in 1440p High. They are just wasted space on the hard drive.

        For the user interface they can easily inform the user which options are restricted if they don’t install the textures.

      • givesomefucks@lemmy.world
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        3 months ago

        More importantly it was limited by physical media back then.

        Like, DVD level physical media, there was a hard limit for everyone, so there was a huge focus on optimization to save space

        Now that almost all games are downloaded, they can be as huge as they want. So optimizing for file size is often the first place that gets cut. You might not keep a huge game installed, but it’s rare to avoid buying a game due to file size.

      • RaoulDook@lemmy.world
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        3 months ago

        That’s what they want you to think. In reality they just stopped trying to be efficient with storage because of Internet delivery vs DVD size limits. They probably didn’t even try middle-out compression!

  • BreadOven@lemmy.world
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    3 months ago

    I’ve heard if you look deep enough into the files, you can find a full copy of Skyrim.

      • testman@lemmy.ml
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        3 months ago

        Selling Skyrim yet agan would be too much. Todd said that they need to go for something less obvious this time.

  • ssillyssadass@lemmy.world
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    3 months ago

    I’ve noticed that while playing, actors move exactly the same way that they used to, and the same or very similar bugs will appear.

    • mic_check_one_two@lemmy.dbzer0.com
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      3 months ago

      They even left massively obvious bugs intact, like how the magic store in the Imperial City is permanently locked after getting a certain DLC, because the DLC changes the door’s ownership so the shopkeeper can’t unlock it. The given fix is to stealthily break into the shop with lock picks, (which will get you into trouble with the guards if caught), pickpocket the key from the shopkeeper, (which will get you into trouble with the guards if caught), then use that key to open the front door from now on. Because using the key isn’t considered illegal as long as the store is open. So even though the door is still permanently locked, you can just use the key.