• BreadOven@lemmy.world
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    19 hours ago

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

  • ssillyssadass@lemmy.world
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    19 hours 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.

    • SoleInvictus@lemmy.blahaj.zone
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      19 hours ago

      Same! While playing the intro, one of the guards just slid to the right as the emperor power walked through them. I had a good laugh.

  • LucidNightmare@lemm.ee
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    2 days 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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      22 hours 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 ?

    • Zero22xx@lemmy.blahaj.zone
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      2 days ago

      Yeah this sounds kinda like the same deal as with Fable Anniversary years ago. It also used the original game files wrapped up in the Unreal engine and modding was possible with the original tools.

    • x00z@lemmy.world
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      2 days 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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        2 days 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.

  • simple@lemm.ee
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    2 days 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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      2 days ago

      That doesn’t make any sense.

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

      • catloaf@lemm.ee
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        1 day 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.

      • Destide@feddit.uk
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        2 days ago

        Frontend UE5 Backend Gamebyro

        If you have the logic to move a square on the screen it’ll work in UE5,Unity etc you just need to map it

        • NocturnalMorning@lemmy.world
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          2 days 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.

  • RaoulDook@lemmy.world
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    2 days 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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      2 days 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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        2 days 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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        2 days 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.

      • RaoulDook@lemmy.world
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        2 days 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!

      • I Cast Fist@programming.dev
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        2 days ago

        Which sucks for anyone that doesn’t have a 8GB+ GPU. I’m fine with 1024x1024 textures, I don’t need or want higher res textures, I want good framerates

        • snooggums@lemmy.world
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          2 days ago

          You can usually set that in game although the settings are usually vague (low, med, high, ultra, etc.)

          • I Cast Fist@programming.dev
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            1 day ago

            I don’t need nor want to download the damn files in the first place. Most games won’t allow me to delete them either

      • givesomefucks@lemmy.world
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        2 days 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.