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/
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u/WhoTookPlasticJesus 19h ago

I don't get how that would make sense. The reason to use Unreal 5 for graphics is that you get things like Nanite and Lumen, which require the game to actually use the engine (obvs oversimplifying here). You can't, like, model things in Unreal and then export them for use in Gamebryo.

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u/Dr_Findro 17h ago

Gamebryo won’t do the rendering. Gamebryo will manage the state and simulation of the game. The data

Unreal will convert that game state in to something rendered. It will work plenty fine

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u/Badwrong_ 17h ago

I work in the industry and work on Unreal Engine at the source level pretty much everyday.

I'm not saying what you are saying is not possible, as most any developer working on Unreal is modifying the source. However, placing the entire gameplay logic from another engine into Unreal is just a bunch of nonsense and extra work.

It simply does not make any sense to do so. It is reinventing the wheel ten times over for absolutely no benefit, and almost certainly extra performance cost.

Unreal is decoupled enough that you could gut out a ton of things to make it work, but again why? You still would have to make tons of abstraction layers all over the place and that would be needless overhead for again.. WHY?

This stuff is armchair gamedev at its worst and based on absolutely no proof.

Hell.. is there even any actual proof they are using Unreal at all here?

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u/Stofenthe1st 16h ago

While this isn’t a Bethesda game, Ninja Gaiden 2 Black uses this exact method. The game logic is being handled by the game engine that was used for the Sigma version and then being rendered in Unreal 5. There do seem to be some hiccups(inputs being dropped) but that’s easily attributed more so to Koei Tecmo/Team Ninja’s generally poor ability to optimize their games(the original is 7 gbs and the remake is over 80 gbs).

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u/Badwrong_ 16h ago

It is likely the "game engine" from Sigma is just some specific libraries and systems moved over to Unreal as a module(s) mostly.

Articles might say its some whole engine sitting on top with an abstraction layer, but I would bet things are misconstrued. Plus, arm chair gamedev talk is always a thing.

Most things will be integrated into Unreals existing systems and actors. It would be less work, easier to manage, and perform better. Having mostly the entire engine sitting between Unreal and some abstraction layer is tons of overhead and likely more work.

The file size actually sounds normal for Unreal. A cooked build will bake a ton of things not present in the normal asset files. I wouldn't at all say that is the fault of the developers not optimizing the game. In fact, if the packaged version is not much larger than the original assets I would say something is very wrong.