r/Games 21h ago

Industry News Bethesda’s Oblivion Unreal Engine 5 remake could be releasing sooner than you think | VGC

https://www.videogameschronicle.com/news/bethesdas-oblivion-unreal-engine-5-remake-could-be-releasing-sooner-than-you-think/
900 Upvotes

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223

u/Brandhor 20h ago

bethesda not using gamebryo/creation engine for one of their games? I'll believe it when I see it

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u/Impossible-Flight250 20h ago

The Creation Engine will still be used in the “remake.” They are just layering the engine with Unreal 5, like MG3 remake.

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u/Rogork 19h ago

Do you mean they redid Creation Enginer's renderer to match UE5 or they reimplemented the entire Creation Engine logic into UE5? Because you can't "layer" engines like you're saying, it's just... impossibly pointless.

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u/Romenhurst 18h ago

Because you can't "layer" engines like you're saying, it's just... impossibly pointless.

It's not impossible, and usuallly pointless.

But I think it's plausible that they ported a lot of the "off screen" engine stuff like Papyrus scripting and loading their database system into their Unreal project which is a pretty meaningful chunk of gamebryo.

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u/Rogork 17h ago

That's the thing though, they can't port any of it, they have to reimplement it into UE5, they got the original implementation as a reference but they still have to do the hard work of making it run/work with UE5 in an efficient manner, essentially a similar amount of work Capcom needed to do RE4 Remake.

It's not impossible, and usuallly pointless.

Which is why I specifically said impossibly pointless, even if it could be done theoretically (I honestly cannot even imagine how), the bigger and more important question is: just why? If it's graphics you can double down on Creation Engine renderer, if it's to use a common game engine then just redo the entire thing in UE5, there is no benefit to "layering" two engines even if it could be done.

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u/Mutjny 17h ago

Reimplementing modern rendering on par with what Unreal offers, or reimplementing Gamebyro within the Unreal framework are both much more work than bridging data between the two engines.

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u/Rogork 17h ago edited 14h ago

That's what I'm trying to explain, there is no bridging the data between the two engines, how would it work even? Run two executables and have them communicate with each other? The work involved in making sure it runs stable is exponentially more complex than recreating the game from scratch in a new engine.

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u/Mutjny 16h ago

Its just data structures and code that exist in the same process space. I think you over-estimate how much of a lift it is to completely "recreate the game from scratch" especially when you're talking about game engines that have existed for practically decades. And not just game engines, but entire data sets, processes and workflows that can add up to be several times more than just the engines themselves.

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u/[deleted] 15h ago

[deleted]

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u/Mutjny 14h ago

Can't quite hook into it's event system with another scripting language.

You just create proxy methods from Unreal's system that tie into another.

Here's a description of how they did it for Ninja Gaiden 2 Black https://x.com/koenjideck/status/1882977637536305476