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Take a look at The Elder Scrolls V: Skyrim’s Dawnstar in Unreal Engine 5

YouTube’s Leo Torres has shared a new video, showcasing The Elder Scrolls V: Skyrim’s Dawnstar in Unreal Engine 5. This scene uses both Nanite and Lumen, and can give you an idea of what a Skyrim-like game could look like in Epic’s latest engine.

Going into more details, most of the snow in this environment is fully 3D, and was procedurally generated in Blender. The modder has also used a mix of Quixel Megascans, third-party assets and custom modeled and textured assets. Not only that, but this tech demo has volumetric clouds and fog.

Torres claimed that this scene ran with 40-45fps on the ‘High’ preset on an NVIDIA GeForce RTX 3060 with dynamic resolution.

Lastly, and speaking of Unreal Engine 5, we suggest taking a look at these other fan remakes. Right now, you can download a Superman UE5 Demo, a Halo 3: ODST Remake, and a Spider-Man UE 5 Demo. Moreover, these videos show Resident EvilStar Wars KOTOR and Counter-Strike Global Offensive in UE5. Additionally, you can find a Portal Remake and an NFS3 Remake. And finally, here are Half Life 2 Fan RemakeWorld of Warcraft remake, GTA San Andreas RemakeDoom 3 Remake Zelda Ocarina of Time RemakeGod of War Remake and GTA IV Remake.

Enjoy!

Skyrim in UNREAL ENGINE 5: Dawnstar

6 thoughts on “Take a look at The Elder Scrolls V: Skyrim’s Dawnstar in Unreal Engine 5”

  1. It’s not as bad looking as most UE5 demos, however it’s not great, and that’s due to the motion blur that was hurting my head and the abnormally blurry snow. Skyrim SE with mods has much better looking snow than that demo did. Most everything else looked pretty good though.

    Side note, when whoever is recording the video walks next to a plant, you can see it’s dithered. Most people may not know this, but transparencies these days are dithered (rendered as a bunch of colored squares) and then the colored squares are blended together with TAA (Temporal Anti-Aliasing) to make it look normal. In Unreal Engine 4 they called this “DitherTemporalAA”, and it’s responsible for the pixelated look of hair and shadows in a lot of modern games. Another reason to hate TAA, and one of the many reasons why so many modern games look like crap when you disable TAA…

    1. TAA still solves the image better overall then MSAA or SMAA. Other options like down/super-sampling are way too costly. DLAA from Nvidia separated from DLSS would be so cool.

      1. SGSSAA is significantly better, and doesn’t have as massive of a performance cost as traditional super sampling techniques. It also doesn’t cause ghosting like TAA does.

      2. SGSSAA is significantly better, and doesn’t have as massive of a performance cost as traditional super sampling techniques. It also doesn’t cause ghosting like TAA does.

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