Well that's probably never going to happen but on the bright side the wayward realms is over 5000 times the size of Skyrim on unreal 5. Not only did the devs create arena and Daggerfall but also helped work on Morrowind and Oblivion. It's going to be Elder Scrolls on steroids so no one will see you for years.
@@slashrocks19801 it will probably happen in 10 years or so just like they are modding oblivion and morrowind into the skyrim engine. and how they also made morrowind in Unity. modders will recreate skyrim in whatever engine will be good at the time
@@Ted_KenzokuI've been modding for 18 years a lot of teams don't really think things through really well prime examples recreating Morrowind and Oblivion. There's a much easier approach in doing this and it is similar to Daggerfall unity where having to own the game because that's the data being utilized but that gets imported into another game engine. The development time is 1 to 2 years you don't need to waste over 10 years messing around essentially rebuilding the game in gamebyro/creation engine.
@@slashrocks19801 you also need to own the games for skyblion and skywind. And the result wouldn't be as good. There is morrowind unity, but it won't be nearly as good as skywind because it's just the old morrowind slightly remastered
Animation student here. These shots are more like feature animation than active gameplay. The big difference between the two (and the reason cgi and animated features/shows will always have better graphics) is render time. A feature can render shots like these for as much time as they need, whereas video games need to be continuously rendered on start up and throughout gameplay. Basically these shots look so impressive because he had the option to render for say 24+ hours per shot with volumetric ambient lighting and 1000s of assets. That time coming from the fact that calculations are being made on each face (again 100s-1000s per asset) per sample (several things are sampled including lights, diffusion, sub surface scattering ect.) the more samples you calculate the higher quality and less noisy the final render becomes. With all that in mind its understandable why most games wont and cant look like these shots without requiring absolute highest end pcs to run.
Yeah thats what I was also thinking. The hardware isn't anywhere close yet to have worlds like these. Idk if it would be anytime soon either. This is far beyond current consumer pc capabilities, for even 30 fps gameplay.
It very well could be playable with some smart optimisation. I work with unreal and have created high quality enviroments and run them in realtime even without optimisation, sure it wouldnt work straight out of the box since this is built to be cinematic but its 100% doable, most games nowadays would probably not want it to be this size anyways since you would have to put alot of work into making it feel lived in and actually have things to do there.
But then i played rdr2 on like the xbox one x and it looked absolutely insane, It's mostly laziness, obviously we can't get the graphics in this video for skyrim yet but it could be closer to this than what it is.
It still looks great regardless of whether it's gameplay or not. FYI, student vs real world experience are two different things before show boating a major. I don't walk on stage for a bodybuilding competition going "Exercise Science degree here"......
All their problems started when they expanded to a multi-studio business. There's yet to be a single studio that doesn't start making terrible games once they get to a certain size and the priority changes from making good games to making money first and foremost.
@@ChenLinYu323 I mean, I don’t have kids but I feel like a lot of parents want to grow old to see their kids reach those milestones, like to play with them when they’re young, see them graduate, a dad probably wants to walk his daughter down the aisle on her wedding day, and then later in life they want to help take care of grandchildren. I don’t think most parents are just greedy pricks that only care about being taken care of in their old age. That’s a pretty pessimistic way of seeing things.
As a parent myself, this is false. While I certainly didn't have kids just to have someone take care of me in old age, they are not my sole reason for continuing to live. I quite like being alive, I quite enjoy being able to experience life. Part of that is of course watching my kid grow up, but I'd live forever if I could.
I like to bring Lydia back to my Whiterun home (she not worthy of seeing my Solitude, Markarth, or Windhelm residences) and remove her armor before slapping her around a bit. She’ll quit her housecarl job but always returns because she is nothing without a man’s guidance.
1) Bethesda (ie the team that work on Bethesda only games) even under microsoft is still tiny compared to many AAA titles. 2) This isn't a playable game, you can make amazing things in unreal engine but to recreate the questing, scripting, physics and NPC actions (as broken as they can be) isn't that easy in UE5. Creation Engine was made for this not graphics and pretty much no one has matched it the creation engine for easy modding abilities yet and Skyrim is more than a decade old.
@@OldSchoolDudeGaming this is just the basic world I'm pretty sure you can't go into any buildings and there is no AI or anything that's the hard part.
This would be an amazing thing just to walk through especially in VR if all you wanted was a nature walk. And you don't even have to worry about the horse-sized spiders, dog-sized rats, wolves, bears, three-eyed trolls, or bandits hindering your way.
Perfect medieval fantasy game -modern Daggerfall -Semi realistic scale -Soulsy combat -Nemesis system from Shadow of Mordor -Procedurally generated NPCs from Watchdogs Legion. -Mount and Blade feudal thingy systems. -Dragons
12:35 I actually saw that camera trick in a bob ross 3d render thing. You basically use your IRL camera to record a path (can't quite remember how) and just add the recorded path to the in scene camera. Creates a far more realistic camera movement than anything you can quickly do in any engine.
i feel starfield biggests problem is the promise of an unexplored, limitless, expanse that allows the player to do anything. Bethesda really shines when they can put restrictions on the game world, and carefully curate an experience under the guise of "an open world sandbox".
@@kiim0 The game was presented as an exploration game, people expected space skyrim or fallout. Just goes to show that the general populace is dumb as hell.
Skyrim was so small and the cities were so tiny even from day 1 I couldn’t believe how small white run was I thought there was more of the city hiding somewhere it’s like 25 structures
It's called abstraction. There is no reason to make a 1-to-1 scale of a country or a continent. And you fill it with things too. And PS3/Xbox360 won't be running it if it does. Look at Star Citizen being a 10 year, almost $600 million game and it isn't complete yet and the majority of people'w rig won't be able to run it on a stable 30fps or 60fps. Do you know the overworld in older games? You go outside a city/village and your character becomes a giant like in old Final Fantasy games.
@@totallynotthecia The city does what it needs to do. Making the city 5x bigger for the sake of making it bigger won't add anything of value other than running longer and harder to look for specific NPCs.
Most of the citizens have homes, daily routines, and all the homes can be entered. If it was lore accurate, say there was multiple thousand citizens, you can imagine the performance when they start pathfinding their way to work (remember skyrim came out 2011) not to mention rendering all the houses with all of their objects without loading screens, as people would so prefer. Ditching those details you would get Witcher: lots of population with 90% of the people standing still, rest walking in loops, nothing interactable, can't enter majority of buildings. Works for that game, but the cities in that game are more of a facade than anything else.
Keep in mind this is a pre rendered scene with no npcs or anything else that would make a game. If there was a game to this scale it would take forever to make with all the questwriting and scripting.
Even if it was doable in a decent amount of time, it wouldn't be a good game. Nobody would want to run through a city that is several miles big. A quest taking you to another far away city? Have fun riding there 5 hours in real time. As great as this kind of stuff looks, as an actual game it would be extremely unpractical and people for good reason would not enjoy it.
Make auto generated quests based upon player actions taken from a curated list so there would only be 100ish quests that would then be automatically modified to fit the circumstances that generated the quest. Make the NPCs have varying behavior patterns based upon their location and its condition as well as their relationship level with the player and other nearby NPCs. Of course to do this they would need to hire highly experienced software engineers to design and implement them and pay them like they were. It would take a team of 6-10 people with 5-10 years design experience each and a compensation package of about $500,000 a year for each. What game would spend at least $25,000,000 on creating quests and NPC behavior for an untried product? None.
Ghost Recon Breakpoint was the last time I went “holy shit” when I flew up into the sky in a helicopter and saw how massive the world is. It’s mostly trees and mountains but man there sure was a great deal of em lol
Why would they make it to scale? It'd feel even more empty than it already is, Starfield being a good example of this. You can run to each end of skyrim in 10 minutes but most fast travel even that because they think it takes too long.
Daily reminder that Iliac Bay in Daggerfall was approximately the size of Great Britain, the game was meant to represent the world of Tamriel in true scale 1:1. Skyrim is much larger than Iliac Bay, if you compare on a map of Nirn. Of course, there's very good reason the game maps after are downsized a lot in comparison, Daggerfall made generous use of procedural generation, but it's fun to think about. Just about everything is shrunk to 1/10000th the size or something ridiculous like that. The Throat of the World would be quite the hike.
Graphics get your attention, but they aren't the main attraction. However, in this case, we already know everything else about Skyrim. This is all about what graphics can do all on their own, or when they add to an otherwise (subjectively) good game.
This is not just graphics, it's made the game much bigger. Skyrim is downscaled massively from how big it is in the Lore. The capital Solitude is like 8 houses. In this it is much closer.
yeah, but it's not the point of the other video that good graphics can't be great. Asmon says this more than once in his reaction. It's the unecessary focus on it and that a bad game still is a bad game even when the graphics are good. Of course some titles, like Skyrim, profit from great graphics. At the time with some amazing views, the music and the feel, Skyrim provided great immersion and the good enough graphics was a major point of it.
So Unreal Engine 5 - Uses new technology called Nanite - Which takes high poly models {Millions of polys} and turns them into Nanite {In UE5.5 - they will also introduce Nanite for skeletons - which means massive armies all in real-time} - So before you used to have to have like 3 / 4 models of the same item from LOD {Level of Detail} 1 to like 3 / 4 - 3 /4 being basically the lowest form and used for distance - as you used to get closer - the LOD level changes from low to high - Nanite - totally eliminates the OLD LOD system completely. The lighting in UE5 - also uses Lumen - with is GI based real-time lighting - Before we had to set up the lighting and 'bake' the lighting - Lumen does this in Real-Time and so UE5.4 also added a new tool called PCG - which enables you to place 'biomes' {Small environments - Such as a patch of grass; rocks; plants and a trees} quickly and easily! BUT it is still a LOT of work to set this all up - And you need a GOOD PC to do it well. All of this together is on the heavy side!
That's all visual/GPU stuff which is what UE is known for. UE couldn't handle half of the amount of scripts, permanent object placement, NPC's, etc. that are all CPU intensive like Creation Engine can. Creation Engine exists for a reason and there's a reason you've never seen a game to the scale of a Bethesda Game Studio's game in Unreal Engine and never will.
The Skyrim Cities being remade with the Latest Game Engines almost make it look like Middle-Earth: Shadow of War when Talion & Celebrimbor raid those Fortresses.
I want bass music rhythm racing game. That's what I want. With the ability for players to import songs and let players damn near MAKE new game mechanics for their own levels by giving them basically, development tools
TESVI rendered with a 100th of this magnitude would strain the Creation engine, and Bethesda without the Creation engine is like a leper without leprosy. Bethesda have chosen a hill to die on, and they're gonna make damn sure they'll die on that hill.
@@beakwooda.k.aadregallus8788very true, the mod list thing is even a bit higher in the list. Even with a top of the line PC, but you have a shit load order, nothing will work.
2:42 I have big doubts that author of videos did everything from scratch. That is, every model, landscape design, textures, etc.. It’s more like a pre-rendered video based on the Unreal Engine, but I wouldn’t be surprised if 90% of frames were generated by AI. Because in essence, to create such models, put everything together in a 3D editor yourself, creating - towns, houses, cities, etc.. One engine is not enough and this is a colossal work comparable almost to developing Skyrim game from scratch. I don’t believe that author did everything himself and that this is all a “game video”. And visual part, this is nonsense, is merit of engine itself and way it processes surfaces, lighting and 3D objects.
I bet it’s just a big empty replication of the map that has zero engine strain besides graphics. Once you add all the dialogue, enemy’s, skill trees, etc etc while keeping the same fidelity then I’ll be impressed. Cool tech demo though
It's a rendered scene. UE is also a VFX/cinematography software nowadays. Everything on screen is what's in the world. Behind the camera? Nothing. Behind those walls? Nothing. Behind the buildings in hidden alleyways? Also nothing. Camera paths are preplanned and everything is staged, just like it would be in a TV show or Movie, because that's all that's needed. There is no map, but instead a scene. The strain is on the GPU during production of the scene, then on the CPU during rendering.
Honestly while I look at this and find it remarkable. That is the same feeling when I saw vanilla Skyrim on launch. I looked, seen the distant mountains, knowing I could go to them, the vast scale of it all and detail of those far away lands really blew me away. Now not so much but it does still amazes me.
We think we want this size, but when it takes us 20 minutes to walk from the entrance gate to the nearest shop/quest location in the city. It dawns on us that perhaps a magnitude smaller would be better. Personally
@@ДмитрийДобрынин-е3е I agree that they can be lazy, but I also think that at a certain point it can be too big. Novigrad in the witcher is a good example and there they placed many fast travel points, because they probably figured out that walking up and down can be to much in the long run.
@@Volfur2251 Are you talking about Skyblivion? Its a fan project where they are remaking Oblivion in the Skyrim Engine. Honestly they are taking so long that someone else can just recreate it in Unreal faster than they are doing.
Eh, it certainly looks like someone put a lot of effort into it and has great detail, but i also think some of these don't look that great in terms of their design. There is a lot of superficial and arbitrary detail placed around just for the sake of having details. It's incredibly oversatured with just stuff that has no logical reason to exist or be placed in the way they are placed. One big offender on this topic is the absolute overcompensation on foliage and vegetation. Every shot is absolutely drowning in trees, bushes, and grass just for the sake of having more to look at. Like at 2:09, how is a city THIS overgrown with bushes and plants? How are the roads this grassy if they are trampled by hundreds to thousands of people every day? It just looks nonsensical and gives the impression that the city isn't actually lived in. Falkreath suffers even more from this. Why is the village completely covered in trees everywhere? Every house and hut is practically closed in with clusters of trees and bushes.. again, this make no sense for a settlement that is supposedly lived in. And comes with a few hilarious implications; as that means people either cut down trees *somewhere else* and then moved the wood collected from whatever area that was deforested INTO another area of woods to then build huts in between the trees.. or they cut the woods down to build the village and then decided randomly replant a bunch of trees right next to and in between their houses just for "asthetic" choice, which they now can't cut down again without risking crushing their or their neighbours house in the process. Like.. what even is this 7:36? How does that happen? To be 100% perfectly blunt and honest, this doesn't look "good" to me. The excessive amount of trees covering up everything just make the placement of buildings look completely random, contrived and artifical. Same thing with architecture for the big cities, where the "scale" is reached by bloating it through a lot of "copy&paste" and reuse of assets. Which makes it big but repetitive, and once again hurts the logic of the world building, as cities of such a massive scale would have very different looking districts and sections as everything would have been progressively built up and expanded through multiple generations and lifetimes. Not to knock on the hard work that has been done here. But for so many people to start drooling and go "why don't big game companies do this" over something that is the absolute antithesis of "quality over quantity" is ridiculous not to mention clueless when talking about actual practical gameplay function and immersive world-building.
@@Draco_Zakai if only. bethesda keeps updating the game every few months to add a useless paid mod that breaks all the community mods that need to be updated
"They want it to run on a phone. Then make a better phone." THANK YOU! Stop making this shit thinner and more fragile. Give me a steel frame with rubberized grips, millimeter thick gorilla glass that will never fucking scratch, let alone crack, and a big ass fucking battery, and make it able to run Crisis, or whatever big ass fucking game is out now. I don't care if it's an inch fucking thick, If I wanted to look like I wasn't carrying a phone I'd leave the damn thing at home. Give me a device that I'm supposed to use, I don't need a personal piece of modern art that's supposed to make me look ethereal and NOT perform the actions I need it to perform. A phone is a tool, not a goddamn status symbol.
Why would they give you something that actually lasts when they can make something that breaks easily, you can't really fix yourself and are forced to give them more money to buy all over again? It is much like the longevity of the earliest lightbulbs which could be used nearly indefinitely. Can't have that now can we? So They intentionally made them burn out faster so you are forced to buy replacements and they can keep making even more money. There are countless examples that are fundamentally the same. I'm sure the children from the cobalt mines in the Congo love this though.
When he pauses at 7:10 it's funny to see all the trees are the same. I mean it's logic and you don't look at them that meticulous but that's still the limitation it's basically copy paste. I hope this will be capable to run in real time at 30 fps when the 60 series comes out in 2 years.
@@SamahLama And we also demand it to be created in less than 3 years. With 80 detailed quests and compelling long stories, and mod friendly, too. And $60.
I've been seeing recently videos of Everquest zones being made seemless, ie: no zone boundaries. I don't know if they realize it but if the game was that way and no other changes were made to it this idea would be the total worse idea imaginable. The reason why is because in EQ when a mob aggros you they will chase you FOREVER - they become the Terminator and nothing can stop them except someone else gaining more aggro than you. And your only hope of escape is to run for the boundary of the zone. Sometimes this is not a problem because you want to fight them anyway, but sometimes you pull too many mobs or too high level of a mob and you don't want to fight it. So my point is if they remove boundaries things are gonna get really bad for the players unless they implement new code to stop mobs from chasing you forever.
6:39 My friend has the game and he didn't really play it after 5 hours. Ppl still trying to find out what or where the gameplay in hellblade 2 is some fans are struggling to describe it..
I'm kinda sick of seeing these "WOW OMG XXX GAME IN UE5" time-wasters. Skyrim is a videogame. This is a video. Building and rendering in UE5 is not hard. If this was all it took to make Skyrim in UE5 Todd would have already done it and re-released it 7 times. All it's missing is some animation, some rigging, some physics, some collision, some scripting, some NPCs, some dialogue, some quests, some zone transitions, some items, some monsters, and 16x the detail.
I'm pretty sure this was just fan service from a fan to immerse said fans in the possibilities of the future. But you knew this, and you hate everything beautiful.
@@TheAzrai yeah you're right I'm just imagining the hundred comments on this exact video saying "WoW bEtHeSdA aRe So LaZy AnD sTuPiD wHy HaVeN'T tHeY mAdE tHiS". Not saying they can't be lazy and stupid, but this ain't the reason.
this took 1 person 3 months to make, 3 months per district, there are 9 districts, and a dozen cities in every district, plus villages, dungeons. so 3x9=27 months to finish all districts, add 1 month per city, about 80 months, add another 2 weeks for every village, there´s about 60, so 30 months, now add dungeons, weird locations, forests, and you arrive at 200ish months of work. 16.66 years of ones life. Ain´t videogame development amazing? If you get 16 people to do only enviroments you´re finishing in a year, now add set pieces, now add story, now add interactions, characters, weapons, lore, sound design, programming. Here´s your answer as to why crunch exists.
Good thing it's not a game and never will be. It's a fun "to scale" rendering project for gamers to see their favorite Skyrim locations shown in a realistic scene.
This is not even close to being a full game environment. The only things that look good are the things that we see from the camera perspective. Everything else, behind buildings, inside buildings, behind mountains, anything outside the specific shots that the creator needed for this rendering it basically empty. And then even if it was full, making a game is not just about modelling an environment and putting NPCs in. There's a shit ton more to do. And it also needs to be optimized to run well./ Sorry but to make an AAA game of this kind of scale would cost hundreds of millions of dollars employing hundreds if not thousands of people.
The closest huge open world we have in this kind of scale would be the newest AC games (Origins, Odyssey, and Valhalla), in terms of environment scale. You can look up how much it costs to make these.
as cool as it looks we're watching a camera slowly pan at under 60fps for some of those screens, and the engine isnt tracking persistent clutter items and a bunch of npcs/monsters/magic effects simultaneously, i bet a game that looks this good still wouldnt run very well in full capacity.
Ive been working in UE5 aince it released and it really is revolutionary. Everybody jumps to nanites because its amazing how it dynamically adjusts polygon counts on the fly depwnding on render distance. The effects Asmon claims is hiding low polys is actually only hiding what the landscape maker didnt develop fully with good reason. But im a game ready production it would look goos without hiding anything because nanites scales high poly models automatically so it looks clean. Lumen deserves just as much credit tho. Only a developer would understand just how amazing it is to bypassing the need to bake lighting. Nanite just removed the need to make LODs but lumen changed how lighting is handled completely.
this is so dumb. Its literally just smoke and mirrors. Its like Looking at the most futuristic car ever but it has no engine so what is the point? Its literally just an animation - a good looking one at that - but Bethesda themselves have the actual ability to make something like this. Its simply comes down to render time...
3:22 No... It is not what we want... Can you imagine how easily you'd get lost in the cities if they were this big? not only that, but then imagine the wilderness. Even if someday games are really able to put a setting this detailed with just as detailed and complex gameplay on a single game, I'd honestly pass, I'll just keep the gameplay on a more manageable sized sandbox. Open world games can be too big you know?
You folks don't remember when Witcher 3 came out but this is similar to what people were saying about Witcher 3, on Ultra settings, back then. People were blown away by the surface textures, lighting, etc.
This is the wrong way to negotiate. You always lowball first. Don't go shouting how you'd pay nearly double the price of a new game for something off the jump you doofus. Tell them you'd maybe pay $40 to play Skyrim again if it looked like this.
Pretty as it is, there's always something off about the lighting. Something that just makes it look so flat. Happens in all these UE5 videos of different games, they end up looking hollowed out.
It's a testament to how awesome those videos are that Asmon is impressed without having played the game. People who have played it (myself included) saw these videos a year ago and were screaming "Hey Bethesda, instead of making another edition of Skyrim, why not hire this guy officially to remake the Skyrim landscape in Unreal 5 and license the combat update mods made by the community?"
this requires they use a 64 bit coordinate system they have been developing. Star Citizen made the switch years ago that allows for solar system size game spaces. unfortunately, this leaves consoles out as you need alot of memory to support these scales (Star Citizen requires 16GB minimum-32GB recommended). with 64 bit, they could have the entire planet of Nirn at full scale.
"This should be the metaverse, not that Mii-U menu thing" Can confirm, running around in huge maps ripped from games in VRchat is great! Graphics don't have to be the best ever, even just revisiting Metroid prime or Zelda maps was fun. There's also a lot of original maps, so sometimes you meet other explorers and exchange portal informations, tell them about that one campfire hidden on the other side of the lake that's a good spot and they tell you about a hidden cave with fancy crystals on the walls you missed. It's fun to explore these kind of maps as a change of pace from the more social places. Bonus point is you can still use a "mii" looking avatar or the fanciest, most unoptimised ones if you want. There's no need to compromise, people make all kind of maps in many styles and same for avatars really. One day you encounter low poly questies, another someone is summoning spaceships or puppeting some monster-hunter creatures. It's funny how people always forget this platform exist or believes it's all just memes and E-girls. There is a lot going on, outside of the trending tab.
The only thing it’s missing is the smoke from all those chimneys, it be cold in Skyrim. Which would also tie into the heat distortion, though unlikely given how little direct sunlight this region receives, possible but I wouldn’t say definitely
-Take a random 13 yo. -Tell him to put together a bunch of generic assets in UE5. -Don't make any gameplay nor intricate animations or level design. -Call it "Skyrim" and post in on YT. -Watch ppl be all like "AMAZING! GENIUS 😱😱!" The only impressive thing is Unreal Engine's rendering as usual which I think we're all accustomed to by now.
That's Skyrim at 30 FPS, without any characters (too much CPU) and it comes via mail with a 1 TB SSD (or costs more money for download) because of the assets.
These scale videos is literally how skyrim feels when I play it. Will love that game forever, even if es6 is absolutely amazing I will still probably just go back to this game for all time
Something like this is what you would need in order to convincingly make something like the "Full-Dive" MMOs you see sometimes in certain anime real. Really up close you could definitely tell that it is artificial, but from even a slight distance, a lot of the footage we have seen that is made in Unreal 5 is almost indistinguishable from real life.
As much as I love these, the main thing what I love about Bethesda games is, that every house has named NPCs can be entered and many have unique interiors, quests or small stories. That would be impossible in a scale like that without the use of AI. It would be great if bethesda would spread the TES IP and one studio makes a Markarth game on this scale. But don't forget: Starfield is the perfect example that true scale is sometimes very boring
When bethesda uses their engine the way they used to, like in Oblivion, it worked well, imo. Although, the gameplay has always been lackluster, but it's been easily looked over because of the amount of options you had. Especially in Oblivion, where there were more things to consider, like underwater fighting, not all weapons working on spirit enemies, and spellcrafting. Oblivion was a masterpiece.
I would pay a hefty sum to have Skyrim in UE5 rn 0:47 Ain't no way he asked if those are airplanes in a game that is designed around a time waaaaaaaaaay before Medieval with dragon's and trolls......................Bro is calling others stupid but manages to say something that acoustic
This just makes me think they're going to just go and remake Skyrim again but now in Unreal Engine 5 (lol I didn't even get to 3:28 before writing this). I really hope the next Elder Scrolls comes out in the near future. They can't just drop a trailer and wait forever before releasing it but it's been 5 years. "The Elder Scrolls VI - Official Announcement Teaser Bethesda Softworks 18M views 5 years ago" I kind of wish they spent all this time working on the next Elder Scrolls and not spending resources on The Elder Scrolls Online. Like Online does have some cool stuff in it but I like playing an offline game where I can cheat and make mistakes/choices and at some point start over. I believe I got Fallout 74 for free at some point but I basically never touched it because being forced to play with other people isn't fun for me. Same goes with Elder Scrolls Online. With the multiplayer games they don't allow you to become super powerful and play your way they force you to play with other people because things get too hard, not fun at all or actually impossible to do solo. Also personally I like Oblivion better (locations, armor, weapons, etc.) than Skyrim besides the improvements made in Skyrim (magic, skills, graphics and in the one remasters they added new stuff to do like farming, fishing, etc.).
I dont understand the "only 10% could play these graphics and thats why it shouldn't be made" - Thats why we have graphic options... Games should always be made with best-in-class tech at the highest fidelity and then be lowered to 720p console friendly versions for the mass market. However, if those buyers and PC bros upgrade they will be able to replay the game in full glory. They should stop creating for the lowest denominator and make it as beautiful as it can be.. thats how you boost hardware sales and Nvidia/AMD/Sony should fund and encourage this because it will benefit them long term - and - us gamers get quality releases in the process. No need for a remaster if the original is already ahead of the curve on release.
with cloud pc's we can have a metaverse like that on the phone. phone = battery, screen, input processing. The "pc" is a microsoft owned pc, called cloud.
A few things to note: 1) Yes, credit to whoever made this. I am sure it took great effort and time. 2) Making something look good in Unreal Engine 5 is not that hard. The problem with UE in general is not about making things look good. It is making things look good while not melting your computer. This does not even take into account the actual game design, play, and mechanics that need to be accounted for. Speaking of that - 3) Nothing that is placed in a game is free. Everything takes resources both for the player, and for the devs. So I hope people are careful with asking for honestly wasteful things like 4k+ resolution and over 100 fps. There is significant diminishing returns beyond 1080p and 60fps, and exponential increases in cost to push it higher and higher. I say all of this after having worked in game dev for about 5 years now. Way too many people focus too much on graphics (both in the industry side and player side), and the actual gameplay and mechanics and costs, suffer as a result.
And ppl like this is why the future of gaming is really in independant artists and not multi-billion dollar companies, especially with the onset of new tech that allows one person to do it on their own.
If they remake Skyrim again in Unreal 5. It would have to be at this scale and nobody will see me again for years
You wouldn't be able to run it so no worries
Well that's probably never going to happen but on the bright side the wayward realms is over 5000 times the size of Skyrim on unreal 5. Not only did the devs create arena and Daggerfall but also helped work on Morrowind and Oblivion. It's going to be Elder Scrolls on steroids so no one will see you for years.
@@slashrocks19801 it will probably happen in 10 years or so just like they are modding oblivion and morrowind into the skyrim engine. and how they also made morrowind in Unity.
modders will recreate skyrim in whatever engine will be good at the time
@@Ted_KenzokuI've been modding for 18 years a lot of teams don't really think things through really well prime examples recreating Morrowind and Oblivion. There's a much easier approach in doing this and it is similar to Daggerfall unity where having to own the game because that's the data being utilized but that gets imported into another game engine. The development time is 1 to 2 years you don't need to waste over 10 years messing around essentially rebuilding the game in gamebyro/creation engine.
@@slashrocks19801 you also need to own the games for skyblion and skywind. And the result wouldn't be as good.
There is morrowind unity, but it won't be nearly as good as skywind because it's just the old morrowind slightly remastered
Animation student here. These shots are more like feature animation than active gameplay. The big difference between the two (and the reason cgi and animated features/shows will always have better graphics) is render time. A feature can render shots like these for as much time as they need, whereas video games need to be continuously rendered on start up and throughout gameplay. Basically these shots look so impressive because he had the option to render for say 24+ hours per shot with volumetric ambient lighting and 1000s of assets. That time coming from the fact that calculations are being made on each face (again 100s-1000s per asset) per sample (several things are sampled including lights, diffusion, sub surface scattering ect.) the more samples you calculate the higher quality and less noisy the final render becomes. With all that in mind its understandable why most games wont and cant look like these shots without requiring absolute highest end pcs to run.
Yeah thats what I was also thinking. The hardware isn't anywhere close yet to have worlds like these. Idk if it would be anytime soon either. This is far beyond current consumer pc capabilities, for even 30 fps gameplay.
Really? You feel the need to tell us that this fake ass shit made to showcase a game that doesn't exist to promote UE5 isn't gameplay representative?
It very well could be playable with some smart optimisation. I work with unreal and have created high quality enviroments and run them in realtime even without optimisation, sure it wouldnt work straight out of the box since this is built to be cinematic but its 100% doable, most games nowadays would probably not want it to be this size anyways since you would have to put alot of work into making it feel lived in and actually have things to do there.
But then i played rdr2 on like the xbox one x and it looked absolutely insane, It's mostly laziness, obviously we can't get the graphics in this video for skyrim yet but it could be closer to this than what it is.
It still looks great regardless of whether it's gameplay or not. FYI, student vs real world experience are two different things before show boating a major. I don't walk on stage for a bodybuilding competition going "Exercise Science degree here"......
Bethesdas biggest problem isn't the engine, its that current Bethesda isn't a good developer anymore. The engine is only the second problem.
One of the laziest game developers.
Devs are all woke. Woke aren't creative they can't think for themselves.
Ya but who cares as long as the team is diverse right?
Yeah, the engine could do this if they'd actually iron out old bugs and fix things instead of saying it works and moving on.
All their problems started when they expanded to a multi-studio business. There's yet to be a single studio that doesn't start making terrible games once they get to a certain size and the priority changes from making good games to making money first and foremost.
For most people the driving force to keep on living is to see their kids grow up. For me, it’s to see what video games look like in 30 years
No way most ppl are like that, having kids is mostly for having someone to take care of you when you are old
Same
@@ChenLinYu323 I mean, I don’t have kids but I feel like a lot of parents want to grow old to see their kids reach those milestones, like to play with them when they’re young, see them graduate, a dad probably wants to walk his daughter down the aisle on her wedding day, and then later in life they want to help take care of grandchildren. I don’t think most parents are just greedy pricks that only care about being taken care of in their old age. That’s a pretty pessimistic way of seeing things.
@@ChenLinYu323 You have no clue what you are talking about and its hilarious.
As a parent myself, this is false. While I certainly didn't have kids just to have someone take care of me in old age, they are not my sole reason for continuing to live. I quite like being alive, I quite enjoy being able to experience life. Part of that is of course watching my kid grow up, but I'd live forever if I could.
What the market wants is Unreal 5 Lusty Argonian Maid.
Dem jiggle physics gon be crazy
Polishing that spear all night long
@@Ravensfriend this comment is crazy
I like to bring Lydia back to my Whiterun home (she not worthy of seeing my Solitude, Markarth, or Windhelm residences) and remove her armor before slapping her around a bit. She’ll quit her housecarl job but always returns because she is nothing without a man’s guidance.
Spear Cleaning in Unreal 5
Some dude alone in his bedroom: I can make it.
Bethesda with their thousands employees and millions of dollars: Nah... Impossible.
He probably just imported Skyrim maps into unreal 5 and tweaked some stuff not really hard
@@SaimesierPreplicate it then
1) Bethesda (ie the team that work on Bethesda only games) even under microsoft is still tiny compared to many AAA titles.
2) This isn't a playable game, you can make amazing things in unreal engine but to recreate the questing, scripting, physics and NPC actions (as broken as they can be) isn't that easy in UE5. Creation Engine was made for this not graphics and pretty much no one has matched it the creation engine for easy modding abilities yet and Skyrim is more than a decade old.
@@SaimesierP If its that simple, then they have zero excuse.
@@OldSchoolDudeGaming this is just the basic world I'm pretty sure you can't go into any buildings and there is no AI or anything that's the hard part.
I wonder if Epic Games will have a problem with calling them "dark" elves.
Elves of color 😂
@@kwerby3285 Elves of the Shade
Aren't they Dumer? Heh
@@itslife1399
Them shade elves trying to steal my catalytic converter off my carriage last night. I put my hound on them. They won't be back.
@@nunyabusiness7477 GOD DAMN!! 😂
This would be an amazing thing just to walk through especially in VR if all you wanted was a nature walk. And you don't even have to worry about the horse-sized spiders, dog-sized rats, wolves, bears, three-eyed trolls, or bandits hindering your way.
For only $1000 you can have the 'we're seriously done' remaster. Thanks Todd😆
it's funny cause it's accurate!
Perfect medieval fantasy game
-modern Daggerfall
-Semi realistic scale
-Soulsy combat
-Nemesis system from Shadow of Mordor
-Procedurally generated NPCs from Watchdogs Legion.
-Mount and Blade feudal thingy systems.
-Dragons
thief 2 stealth system
dark messiah magic system
That's one hell of a combination, agreed.
Yet Bethesda INSISTS on using their old engine.
if they decided to use unreal it would actually be insane
Because building a new one would require spending money.
Bethesda doesn’t spend money, they produce it.
Who cares
Because the engine is extreemly modable and actually works, this would never work as a game. Maybe with a 10000090 Ti
Epic would probably partner with them just to get the fucking tech out there. It would benefit both damn company's. Not like Epic needs it. But still
12:35 I actually saw that camera trick in a bob ross 3d render thing. You basically use your IRL camera to record a path (can't quite remember how) and just add the recorded path to the in scene camera. Creates a far more realistic camera movement than anything you can quickly do in any engine.
After starfield Ngl, I'll take a skyrim special special Unreal edition.
i feel starfield biggests problem is the promise of an unexplored, limitless, expanse that allows the player to do anything.
Bethesda really shines when they can put restrictions on the game world, and carefully curate an experience under the guise of "an open world sandbox".
Couldve used unreal skyrim a decade ago tbh
@@kiim0 The game was presented as an exploration game, people expected space skyrim or fallout. Just goes to show that the general populace is dumb as hell.
@@IntertwiningRosesthere's is no exploration, that is the problem
starfield was a joke, literally played it for 30min, fucking garbage
Skyrim was so small and the cities were so tiny even from day 1 I couldn’t believe how small white run was I thought there was more of the city hiding somewhere it’s like 25 structures
Right. Like we are told Whiterun is a massive city in the center of Skyrim. But its like 20 tiny cabins with a small ass castle.
It's called abstraction. There is no reason to make a 1-to-1 scale of a country or a continent. And you fill it with things too. And PS3/Xbox360 won't be running it if it does.
Look at Star Citizen being a 10 year, almost $600 million game and it isn't complete yet and the majority of people'w rig won't be able to run it on a stable 30fps or 60fps.
Do you know the overworld in older games? You go outside a city/village and your character becomes a giant like in old Final Fantasy games.
@@MillenniumEarl014 they abstracted way too much, it’s too small
@@totallynotthecia The city does what it needs to do. Making the city 5x bigger for the sake of making it bigger won't add anything of value other than running longer and harder to look for specific NPCs.
Most of the citizens have homes, daily routines, and all the homes can be entered. If it was lore accurate, say there was multiple thousand citizens, you can imagine the performance when they start pathfinding their way to work (remember skyrim came out 2011) not to mention rendering all the houses with all of their objects without loading screens, as people would so prefer. Ditching those details you would get Witcher: lots of population with 90% of the people standing still, rest walking in loops, nothing interactable, can't enter majority of buildings. Works for that game, but the cities in that game are more of a facade than anything else.
Keep in mind this is a pre rendered scene with no npcs or anything else that would make a game. If there was a game to this scale it would take forever to make with all the questwriting and scripting.
Yep one city alone in Skyrim could be an entire Open World, doing everything is not achievable in the current state of technology
But! If it did happen, it'd be the game that everyone plays and talks about for decades
Even if it was doable in a decent amount of time, it wouldn't be a good game. Nobody would want to run through a city that is several miles big. A quest taking you to another far away city? Have fun riding there 5 hours in real time.
As great as this kind of stuff looks, as an actual game it would be extremely unpractical and people for good reason would not enjoy it.
Make auto generated quests based upon player actions taken from a curated list so there would only be 100ish quests that would then be automatically modified to fit the circumstances that generated the quest. Make the NPCs have varying behavior patterns based upon their location and its condition as well as their relationship level with the player and other nearby NPCs.
Of course to do this they would need to hire highly experienced software engineers to design and implement them and pay them like they were. It would take a team of 6-10 people with 5-10 years design experience each and a compensation package of about $500,000 a year for each.
What game would spend at least $25,000,000 on creating quests and NPC behavior for an untried product? None.
You don't need a question in every house though.
Finally, Skyrim:16x the detail
This is always my biggest peeve with games, so few have a "to scale" feel to them.
The witcher 3 is a prime example of this
Ghost Recon Breakpoint was the last time I went “holy shit” when I flew up into the sky in a helicopter and saw how massive the world is. It’s mostly trees and mountains but man there sure was a great deal of em lol
I agree, but at the same time I don't want to take 30 min to walk across a city.
Kingdom Come Deliverence
Why would they make it to scale? It'd feel even more empty than it already is, Starfield being a good example of this. You can run to each end of skyrim in 10 minutes but most fast travel even that because they think it takes too long.
"he's probably seen lord of the rings *multiple* times" is probably my new favorite assessment of a person and i am unashamedly stealing it
Finally, Skyrim ²
No one cares
made by a single DUDE
I care
@@Zeldawrld I care
I care man, i care@@Zeldawrld
Daily reminder that Iliac Bay in Daggerfall was approximately the size of Great Britain, the game was meant to represent the world of Tamriel in true scale 1:1. Skyrim is much larger than Iliac Bay, if you compare on a map of Nirn. Of course, there's very good reason the game maps after are downsized a lot in comparison, Daggerfall made generous use of procedural generation, but it's fun to think about. Just about everything is shrunk to 1/10000th the size or something ridiculous like that. The Throat of the World would be quite the hike.
12:40 Just 2 videos before " Real Talk: Do Graphics Sell Games Anymore? | Asmongold Reacts "
This right here^
Why is that even a question? Look how many games just advertise as being the shiny new realistic game you need....
Graphics get your attention, but they aren't the main attraction.
However, in this case, we already know everything else about Skyrim. This is all about what graphics can do all on their own, or when they add to an otherwise (subjectively) good game.
And yet gaming was great sub 30fps for forever. This new focus on fps is a joke. I wonder what clowns will cry about after fps is no longer hot
This is not just graphics, it's made the game much bigger. Skyrim is downscaled massively from how big it is in the Lore. The capital Solitude is like 8 houses. In this it is much closer.
yeah, but it's not the point of the other video that good graphics can't be great. Asmon says this more than once in his reaction. It's the unecessary focus on it and that a bad game still is a bad game even when the graphics are good. Of course some titles, like Skyrim, profit from great graphics. At the time with some amazing views, the music and the feel, Skyrim provided great immersion and the good enough graphics was a major point of it.
So Unreal Engine 5 - Uses new technology called Nanite - Which takes high poly models {Millions of polys} and turns them into Nanite {In UE5.5 - they will also introduce Nanite for skeletons - which means massive armies all in real-time} - So before you used to have to have like 3 / 4 models of the same item from LOD {Level of Detail} 1 to like 3 / 4 - 3 /4 being basically the lowest form and used for distance - as you used to get closer - the LOD level changes from low to high - Nanite - totally eliminates the OLD LOD system completely. The lighting in UE5 - also uses Lumen - with is GI based real-time lighting - Before we had to set up the lighting and 'bake' the lighting - Lumen does this in Real-Time and so UE5.4 also added a new tool called PCG - which enables you to place 'biomes' {Small environments - Such as a patch of grass; rocks; plants and a trees} quickly and easily!
BUT it is still a LOT of work to set this all up - And you need a GOOD PC to do it well. All of this together is on the heavy side!
It's incredibly expensive to maintain solid frame-rates. Not worth it.
That's all visual/GPU stuff which is what UE is known for. UE couldn't handle half of the amount of scripts, permanent object placement, NPC's, etc. that are all CPU intensive like Creation Engine can. Creation Engine exists for a reason and there's a reason you've never seen a game to the scale of a Bethesda Game Studio's game in Unreal Engine and never will.
Ok I’ll wait for my RTX 9090 😅😅
You a Npc
DLSS 36
Comes with a LN2 tank to cool it
RTX 10,000 EXTREME ED
@@L0rdEsedessQuantic RTX 2080 with pathtracing dlss 3000?
?with quantic computer 37 mégahertz processer
The Skyrim Cities being remade with the Latest Game Engines almost make it look like Middle-Earth: Shadow of War when Talion & Celebrimbor raid those Fortresses.
"We don't know what the market wants." = "We don't want to put forth too much effort."
"We want to sell you the definitive edition 2 years later" - "We want to sell you the remaster 6 years later"
Also equals to "we have modders who do the work for us for free".
I want bass music rhythm racing game. That's what I want. With the ability for players to import songs and let players damn near MAKE new game mechanics for their own levels by giving them basically, development tools
@@prodigy_xd*laugh-cries in The Last Of Us*
Are you expecting studios to spend decades on one game ? Then you should love Star citizen
5:30
Interesting seeing how it was scaled. That plateau in the middle is the small cliff that the temple sits on in the game.
I wish i could play Skyrim for the first time again...
I've already preordered.
Because the next Elder Scrolls won't be out until 2028 at the earliest.
Skyrim and every PS2 game
I wish I could play Oblivion for the first time again.😢
@@jfkst1 I Bet TES6 gonna be bad
A way to avoid low res textures at close range is for the developers to deny the player to get in nose-range close to walls etc.
*us watching on 1080 no bitrate
WOW LOOKS SOOOOO GOOOOOOD
👁👄👁
anyone getting Shadow of the Colossus vibes?
To be fair it does, because I know I'd have to run this on downscaled res.
Yo🤟🇦🇴 1080 sure...😅
TESVI rendered with a 100th of this magnitude would strain the Creation engine, and Bethesda without the Creation engine is like a leper without leprosy.
Bethesda have chosen a hill to die on, and they're gonna make damn sure they'll die on that hill.
"graphics don't sell games" 💀 I'd buy skyrim again if it looked like this
you know that there are mods on pc that actually make the game look like this right? you only need a good pc for it
@@robenriven Lol, that and making sure your mod list will work.
@@robenriven Narrator voice: "There, in fact, weren't mods that made the game look like this."
@@beakwooda.k.aadregallus8788very true, the mod list thing is even a bit higher in the list. Even with a top of the line PC, but you have a shit load order, nothing will work.
@@beakwooda.k.aadregallus8788 it not hard to setup the mod list, you just need to read or just use the one install
2:42 I have big doubts that author of videos did everything from scratch. That is, every model, landscape design, textures, etc.. It’s more like a pre-rendered video based on the Unreal Engine, but I wouldn’t be surprised if 90% of frames were generated by AI. Because in essence, to create such models, put everything together in a 3D editor yourself, creating - towns, houses, cities, etc.. One engine is not enough and this is a colossal work comparable almost to developing Skyrim game from scratch. I don’t believe that author did everything himself and that this is all a “game video”. And visual part, this is nonsense, is merit of engine itself and way it processes surfaces, lighting and 3D objects.
I bet it’s just a big empty replication of the map that has zero engine strain besides graphics. Once you add all the dialogue, enemy’s, skill trees, etc etc while keeping the same fidelity then I’ll be impressed. Cool tech demo though
It's a rendered scene. UE is also a VFX/cinematography software nowadays. Everything on screen is what's in the world. Behind the camera? Nothing. Behind those walls? Nothing. Behind the buildings in hidden alleyways? Also nothing. Camera paths are preplanned and everything is staged, just like it would be in a TV show or Movie, because that's all that's needed. There is no map, but instead a scene. The strain is on the GPU during production of the scene, then on the CPU during rendering.
Too many of the slow moving or still shots are ruined by the dumb choice to use the wobble camera effect.
Load in an iron dagger that does 1074720749365% bonus one handed weapon damage
... -15 FPS
You have 0 idea how a game is made
Honestly while I look at this and find it remarkable. That is the same feeling when I saw vanilla Skyrim on launch. I looked, seen the distant mountains, knowing I could go to them, the vast scale of it all and detail of those far away lands really blew me away. Now not so much but it does still amazes me.
Hey look, 16 times the detail Todd
0:46 Are Those Airplanes?✈ 🛩🐦🦆🦅🦉🦜
We think we want this size, but when it takes us 20 minutes to walk from the entrance gate to the nearest shop/quest location in the city. It dawns on us that perhaps a magnitude smaller would be better. Personally
No, you don't get it! It's jst that gamedevs are too lazy to put any real effort into their games, and don't know what he market wants.
/S
@@ДмитрийДобрынин-е3е I agree that they can be lazy, but I also think that at a certain point it can be too big. Novigrad in the witcher is a good example and there they placed many fast travel points, because they probably figured out that walking up and down can be to much in the long run.
4:28 I think that your saying opposite of what would happened, if meta looked like this everybody would want to go experience real life by them self
Older games art direction + modern graphics = Big D
Edit: wtf r yall talking about in the comment of this reply
so what is happening with oblivion atm, where they are taking the original game and injecting it into unreal 5 as a remaster..?
@@Volfur2251 Are you talking about Skyblivion? Its a fan project where they are remaking Oblivion in the Skyrim Engine. Honestly they are taking so long that someone else can just recreate it in Unreal faster than they are doing.
This isn't art directed - it's just photorealistic lighting.
this has near zero art direction. You don't need direction to make a cobblestone street look like a real cobblestone street.
Big dik garlic
Oh Bethesda doing high rock and hammer fell province in unreal engine would be .... Unreal
Unfortunately, Bethesda still use the ol Skyrim creation engine for Elder scroll 6.
Which is fine. And it will still be the biggest game of the decade.
@@Draco_Zakai You still have that much faith after Starfield?
@@Draco_Zakaino, it's outdated trash and the only people defending it are fan boys using the lame excuse "it's easy". Easy doesn't mean good.
@@SparkShadow212the elder scroll titles will play big part. No matter how good the graphics get. Fantasy will always be good for most people
@@Draco_Zakaimy god, my is in denial
Eh, it certainly looks like someone put a lot of effort into it and has great detail, but i also think some of these don't look that great in terms of their design.
There is a lot of superficial and arbitrary detail placed around just for the sake of having details. It's incredibly oversatured with just stuff that has no logical reason to exist or be placed in the way they are placed.
One big offender on this topic is the absolute overcompensation on foliage and vegetation. Every shot is absolutely drowning in trees, bushes, and grass just for the sake of having more to look at.
Like at 2:09, how is a city THIS overgrown with bushes and plants? How are the roads this grassy if they are trampled by hundreds to thousands of people every day? It just looks nonsensical and gives the impression that the city isn't actually lived in.
Falkreath suffers even more from this. Why is the village completely covered in trees everywhere? Every house and hut is practically closed in with clusters of trees and bushes.. again, this make no sense for a settlement that is supposedly lived in. And comes with a few hilarious implications; as that means people either cut down trees *somewhere else* and then moved the wood collected from whatever area that was deforested INTO another area of woods to then build huts in between the trees.. or they cut the woods down to build the village and then decided randomly replant a bunch of trees right next to and in between their houses just for "asthetic" choice, which they now can't cut down again without risking crushing their or their neighbours house in the process.
Like.. what even is this 7:36? How does that happen? To be 100% perfectly blunt and honest, this doesn't look "good" to me. The excessive amount of trees covering up everything just make the placement of buildings look completely random, contrived and artifical.
Same thing with architecture for the big cities, where the "scale" is reached by bloating it through a lot of "copy&paste" and reuse of assets. Which makes it big but repetitive, and once again hurts the logic of the world building, as cities of such a massive scale would have very different looking districts and sections as everything would have been progressively built up and expanded through multiple generations and lifetimes.
Not to knock on the hard work that has been done here. But for so many people to start drooling and go "why don't big game companies do this" over something that is the absolute antithesis of "quality over quantity" is ridiculous not to mention clueless when talking about actual practical gameplay function and immersive world-building.
Skyrim rereleased again before GTA 6 launch, who’d would’ve guessed
We didn't laugh
There's no joke
It's a dead joke to be honest. Skyrim is dead in the sense of Bethesda. Only kept alive by the modding community.
@@Draco_Zakai if only. bethesda keeps updating the game every few months to add a useless paid mod that breaks all the community mods that need to be updated
Crazy how it being compressed through TH-cam twice and with a max quality of 1080p it still looks insane…
"They want it to run on a phone. Then make a better phone." THANK YOU! Stop making this shit thinner and more fragile. Give me a steel frame with rubberized grips, millimeter thick gorilla glass that will never fucking scratch, let alone crack, and a big ass fucking battery, and make it able to run Crisis, or whatever big ass fucking game is out now. I don't care if it's an inch fucking thick, If I wanted to look like I wasn't carrying a phone I'd leave the damn thing at home. Give me a device that I'm supposed to use, I don't need a personal piece of modern art that's supposed to make me look ethereal and NOT perform the actions I need it to perform. A phone is a tool, not a goddamn status symbol.
Why would they give you something that actually lasts when they can make something that breaks easily, you can't really fix yourself and are forced to give them more money to buy all over again? It is much like the longevity of the earliest lightbulbs which could be used nearly indefinitely. Can't have that now can we? So They intentionally made them burn out faster so you are forced to buy replacements and they can keep making even more money. There are countless examples that are fundamentally the same. I'm sure the children from the cobalt mines in the Congo love this though.
When he pauses at 7:10 it's funny to see all the trees are the same. I mean it's logic and you don't look at them that meticulous but that's still the limitation it's basically copy paste. I hope this will be capable to run in real time at 30 fps when the 60 series comes out in 2 years.
Asmond's last video: Do Graphics Sell Games Anymore? | Asmongold Reacts
Well, guess we know the answer to that question only 1 day later...
It’s not just graphics it’s also amazing world design and 90000 buildings at once
@@SamahLama And we also demand it to be created in less than 3 years. With 80 detailed quests and compelling long stories, and mod friendly, too. And $60.
Turns out, he's full of it.
I've been seeing recently videos of Everquest zones being made seemless, ie: no zone boundaries. I don't know if they realize it but if the game was that way and no other changes were made to it this idea would be the total worse idea imaginable. The reason why is because in EQ when a mob aggros you they will chase you FOREVER - they become the Terminator and nothing can stop them except someone else gaining more aggro than you. And your only hope of escape is to run for the boundary of the zone. Sometimes this is not a problem because you want to fight them anyway, but sometimes you pull too many mobs or too high level of a mob and you don't want to fight it. So my point is if they remove boundaries things are gonna get really bad for the players unless they implement new code to stop mobs from chasing you forever.
Daggerfall : 180,000 square miles
Kilometers?
it's randomly generated
@@Channel-tf7ch Because hand crafting that is impossible.
6:39 My friend has the game and he didn't really play it after 5 hours. Ppl still trying to find out what or where the gameplay in hellblade 2 is some fans are struggling to describe it..
TONY STARK WAS ABLE TO BUILD THIS IN A CAVE!!! WITH A BOX OF SCRAPS!!!
this video is the length of the legendary receipt and for that i appreciate the video
Can't wait this to release in the next Century.
If this was really Tamriel, nobody would ever quit skyrim.
I'm kinda sick of seeing these "WOW OMG XXX GAME IN UE5" time-wasters. Skyrim is a videogame. This is a video. Building and rendering in UE5 is not hard. If this was all it took to make Skyrim in UE5 Todd would have already done it and re-released it 7 times. All it's missing is some animation, some rigging, some physics, some collision, some scripting, some NPCs, some dialogue, some quests, some zone transitions, some items, some monsters, and 16x the detail.
Big true
I'm pretty sure this was just fan service from a fan to immerse said fans in the possibilities of the future. But you knew this, and you hate everything beautiful.
We got Elder scrolls 6 made in UE5 coming this fall and its called Avowed somehow nobody hype this game nor mention it
@@TheAzrai yeah you're right I'm just imagining the hundred comments on this exact video saying "WoW bEtHeSdA aRe So LaZy AnD sTuPiD wHy HaVeN'T tHeY mAdE tHiS".
Not saying they can't be lazy and stupid, but this ain't the reason.
Stop speaking the truth, it is hateful.
2:18 look at the REFLECTION IN THE WATER!!!!!!
this took 1 person 3 months to make, 3 months per district, there are 9 districts, and a dozen cities in every district, plus villages, dungeons.
so 3x9=27 months to finish all districts, add 1 month per city, about 80 months, add another 2 weeks for every village, there´s about 60, so 30 months, now add dungeons, weird locations, forests, and you arrive at 200ish months of work. 16.66 years of ones life. Ain´t videogame development amazing? If you get 16 people to do only enviroments you´re finishing in a year, now add set pieces, now add story, now add interactions, characters, weapons, lore, sound design, programming. Here´s your answer as to why crunch exists.
Bro forgot that development hell exist
Good thing it's not a game and never will be. It's a fun "to scale" rendering project for gamers to see their favorite Skyrim locations shown in a realistic scene.
This is not even close to being a full game environment.
The only things that look good are the things that we see from the camera perspective. Everything else, behind buildings, inside buildings, behind mountains, anything outside the specific shots that the creator needed for this rendering it basically empty.
And then even if it was full, making a game is not just about modelling an environment and putting NPCs in. There's a shit ton more to do. And it also needs to be optimized to run well./
Sorry but to make an AAA game of this kind of scale would cost hundreds of millions of dollars employing hundreds if not thousands of people.
The closest huge open world we have in this kind of scale would be the newest AC games (Origins, Odyssey, and Valhalla), in terms of environment scale.
You can look up how much it costs to make these.
as cool as it looks we're watching a camera slowly pan at under 60fps for some of those screens, and the engine isnt tracking persistent clutter items and a bunch of npcs/monsters/magic effects simultaneously, i bet a game that looks this good still wouldnt run very well in full capacity.
Skyrim but 16x times the detail.
Ive been working in UE5 aince it released and it really is revolutionary. Everybody jumps to nanites because its amazing how it dynamically adjusts polygon counts on the fly depwnding on render distance. The effects Asmon claims is hiding low polys is actually only hiding what the landscape maker didnt develop fully with good reason. But im a game ready production it would look goos without hiding anything because nanites scales high poly models automatically so it looks clean. Lumen deserves just as much credit tho. Only a developer would understand just how amazing it is to bypassing the need to bake lighting. Nanite just removed the need to make LODs but lumen changed how lighting is handled completely.
Skyrim in UE5: ❎
Lord Of The Rings: ✅
The irony is that Lord of the Rings VFX was done by Weta, which is owned by Unity, UE's competitor engine.
Did anybody notice?
Those huts/houses looked like they were made in Valheim ( you can see it well around the 9:30 & 9:50 mark )
Game Devs: "We don't know what the market wants. Also shut down any modding and fan made videos of any kind."
you know skyrim is the most modded game right
@@natem355 Very aware.
3:49 maybe in 8 years we will get some 1.6NM snapdragon X elite 5 that the meta quest 5 can use to run this.
Bethesda main ips will never reach this level of quality
How does UE5 graphics = quality?
Supporting the industry standard to require you to purchase the newest $1kUSD graphics card as a barrier to entry is qUaLiTy.
this is so dumb. Its literally just smoke and mirrors. Its like Looking at the most futuristic car ever but it has no engine so what is the point? Its literally just an animation - a good looking one at that - but Bethesda themselves have the actual ability to make something like this. Its simply comes down to render time...
3:22 No... It is not what we want... Can you imagine how easily you'd get lost in the cities if they were this big? not only that, but then imagine the wilderness. Even if someday games are really able to put a setting this detailed with just as detailed and complex gameplay on a single game, I'd honestly pass, I'll just keep the gameplay on a more manageable sized sandbox. Open world games can be too big you know?
I do think that a WHOLE game that takes place in a single city of this size and detail would be amazing tho
Hell yeah boys
Corny
@@Zeldawrldyour poop this morning?
You folks don't remember when Witcher 3 came out but this is similar to what people were saying about Witcher 3, on Ultra settings, back then. People were blown away by the surface textures, lighting, etc.
I'd pay $120 for this. Unreal engine 5 special edition skyrim
This is the wrong way to negotiate. You always lowball first. Don't go shouting how you'd pay nearly double the price of a new game for something off the jump you doofus. Tell them you'd maybe pay $40 to play Skyrim again if it looked like this.
If this was legit a game. It'd be the only game allowed to have AAAA claim
Pretty as it is, there's always something off about the lighting. Something that just makes it look so flat. Happens in all these UE5 videos of different games, they end up looking hollowed out.
It's a testament to how awesome those videos are that Asmon is impressed without having played the game. People who have played it (myself included) saw these videos a year ago and were screaming "Hey Bethesda, instead of making another edition of Skyrim, why not hire this guy officially to remake the Skyrim landscape in Unreal 5 and license the combat update mods made by the community?"
..what exactly would they gain by letting a guy remake the map in unreal engine 5? that makes no fucking sense
this requires they use a 64 bit coordinate system they have been developing. Star Citizen made the switch years ago that allows for solar system size game spaces.
unfortunately, this leaves consoles out as you need alot of memory to support these scales (Star Citizen requires 16GB minimum-32GB recommended).
with 64 bit, they could have the entire planet of Nirn at full scale.
Bro who gives a shit about graphics. Good gameplay, good story is all that matters to me in a videogame.
Good graphics are nice to have but aren't a must... Yet I do like to have a pretty view now and so often
The time for 1:1 scale maps is now.
9:02 Yeah it "just works". ONLY just.
How will Bethesda ever counter this?
They won't.
Who cares
Releasing Skyrim re:re master
Counter what? A rendered cinematic?
You gonna ask them to counter Game of Thrones next? They both have dragons and castles.
@@Shadowsphere1 don't be so tetchy,Todd
"This should be the metaverse, not that Mii-U menu thing"
Can confirm, running around in huge maps ripped from games in VRchat is great! Graphics don't have to be the best ever, even just revisiting Metroid prime or Zelda maps was fun. There's also a lot of original maps, so sometimes you meet other explorers and exchange portal informations, tell them about that one campfire hidden on the other side of the lake that's a good spot and they tell you about a hidden cave with fancy crystals on the walls you missed.
It's fun to explore these kind of maps as a change of pace from the more social places.
Bonus point is you can still use a "mii" looking avatar or the fanciest, most unoptimised ones if you want. There's no need to compromise, people make all kind of maps in many styles and same for avatars really. One day you encounter low poly questies, another someone is summoning spaceships or puppeting some monster-hunter creatures.
It's funny how people always forget this platform exist or believes it's all just memes and E-girls. There is a lot going on, outside of the trending tab.
this looks so good man
That guy's work is amazing. I've been following him since he started doing his vivarium projects.
The only thing it’s missing is the smoke from all those chimneys, it be cold in Skyrim. Which would also tie into the heat distortion, though unlikely given how little direct sunlight this region receives, possible but I wouldn’t say definitely
13:37 nice
-Take a random 13 yo.
-Tell him to put together a bunch of generic assets in UE5.
-Don't make any gameplay nor intricate animations or level design.
-Call it "Skyrim" and post in on YT.
-Watch ppl be all like "AMAZING! GENIUS 😱😱!"
The only impressive thing is Unreal Engine's rendering as usual which I think we're all accustomed to by now.
That's Skyrim at 30 FPS, without any characters (too much CPU) and it comes via mail with a 1 TB SSD (or costs more money for download) because of the assets.
These scale videos is literally how skyrim feels when I play it. Will love that game forever, even if es6 is absolutely amazing I will still probably just go back to this game for all time
Dude we did the same ooh's and aah's for Unreal 4 and nothing ever came out like the demo!
0:45 Asmongold: Are those airplanes?
Airplanes. In Skyrim. Jesus Asmon my brother in Christ...
Something like this is what you would need in order to convincingly make something like the "Full-Dive" MMOs you see sometimes in certain anime real. Really up close you could definitely tell that it is artificial, but from even a slight distance, a lot of the footage we have seen that is made in Unreal 5 is almost indistinguishable from real life.
With tes6 being confirmed it'll be on tamriel again, they might up the ante when it comes to scale
As much as I love these, the main thing what I love about Bethesda games is, that every house has named NPCs can be entered and many have unique interiors, quests or small stories. That would be impossible in a scale like that without the use of AI.
It would be great if bethesda would spread the TES IP and one studio makes a Markarth game on this scale.
But don't forget: Starfield is the perfect example that true scale is sometimes very boring
that water at the end looked so good but it did have an issue... it was stagnate and vibrating toward the shore... it wasn't flowing anywhere...
“Omg you’re telling me cities in Skyrim aren’t like 10 houses and a few shops?”
12:29 i literally thought this last one was him clicking on a real life video i was so tripped out for a sec
He’s only been at this for 2 years and he has tons more on his page, really talented.
When bethesda uses their engine the way they used to, like in Oblivion, it worked well, imo. Although, the gameplay has always been lackluster, but it's been easily looked over because of the amount of options you had. Especially in Oblivion, where there were more things to consider, like underwater fighting, not all weapons working on spirit enemies, and spellcrafting. Oblivion was a masterpiece.
I would pay a hefty sum to have Skyrim in UE5 rn
0:47 Ain't no way he asked if those are airplanes in a game that is designed around a time waaaaaaaaaay before Medieval with dragon's and trolls......................Bro is calling others stupid but manages to say something that acoustic
This just makes me think they're going to just go and remake Skyrim again but now in Unreal Engine 5 (lol I didn't even get to 3:28 before writing this).
I really hope the next Elder Scrolls comes out in the near future. They can't just drop a trailer and wait forever before releasing it but it's been 5 years.
"The Elder Scrolls VI - Official Announcement Teaser
Bethesda Softworks 18M views 5 years ago"
I kind of wish they spent all this time working on the next Elder Scrolls and not spending resources on The Elder Scrolls Online. Like Online does have some cool stuff in it but I like playing an offline game where I can cheat and make mistakes/choices and at some point start over.
I believe I got Fallout 74 for free at some point but I basically never touched it because being forced to play with other people isn't fun for me. Same goes with Elder Scrolls Online. With the multiplayer games they don't allow you to become super powerful and play your way they force you to play with other people because things get too hard, not fun at all or actually impossible to do solo.
Also personally I like Oblivion better (locations, armor, weapons, etc.) than Skyrim besides the improvements made in Skyrim (magic, skills, graphics and in the one remasters they added new stuff to do like farming, fishing, etc.).
I dont understand the "only 10% could play these graphics and thats why it shouldn't be made" - Thats why we have graphic options... Games should always be made with best-in-class tech at the highest fidelity and then be lowered to 720p console friendly versions for the mass market. However, if those buyers and PC bros upgrade they will be able to replay the game in full glory. They should stop creating for the lowest denominator and make it as beautiful as it can be.. thats how you boost hardware sales and Nvidia/AMD/Sony should fund and encourage this because it will benefit them long term - and - us gamers get quality releases in the process. No need for a remaster if the original is already ahead of the curve on release.
with cloud pc's we can have a metaverse like that on the phone.
phone = battery, screen, input processing. The "pc" is a microsoft owned pc, called cloud.
A few things to note:
1) Yes, credit to whoever made this. I am sure it took great effort and time.
2) Making something look good in Unreal Engine 5 is not that hard. The problem with UE in general is not about making things look good. It is making things look good while not melting your computer. This does not even take into account the actual game design, play, and mechanics that need to be accounted for. Speaking of that -
3) Nothing that is placed in a game is free. Everything takes resources both for the player, and for the devs. So I hope people are careful with asking for honestly wasteful things like 4k+ resolution and over 100 fps. There is significant diminishing returns beyond 1080p and 60fps, and exponential increases in cost to push it higher and higher.
I say all of this after having worked in game dev for about 5 years now. Way too many people focus too much on graphics (both in the industry side and player side), and the actual gameplay and mechanics and costs, suffer as a result.
One day a man woke up and said
“Fuck it,ima make art”
And ppl like this is why the future of gaming is really in independant artists and not multi-billion dollar companies, especially with the onset of new tech that allows one person to do it on their own.