The Elder Scrolls IV Oblivion in Unreal Engine 5

Someone ported The Elder Scrolls IV: Oblivion’s Imperial City in Unreal Engine 5

Greg Coulthard has shared an amazing video that will undoubtedly put a smile on all The Elder Scrolls fans. Coulthard has ported The Elder Scrolls IV: Oblivion‘s Imperial City in Unreal Engine 5 and used Lumen, Nanite and Echo.

Al the assets and textures that Coulthard are from the original Oblivion game. Moreover, the artist implemented Nanite in all assets (with the exception of the outer walls and the banners). The cobblestone & sidewalk texture normals were also cranked up with Crazy Bump. Additionally, Greg used Kuzja80’s 4x Texture Pack which overhauls the original textures, meaning that the game can now look sharper.

The end result is amazing and shows what an HD Remaster of The Elder Scrolls IV: Oblivion could look like. Since this project uses Lumen, it also packs some software Ray Tracing effects.

In order to capture this video, Greg used an NVIDIA GTX1660 6Gb, an Intel Core I7 4770K and 24GB of RAM.

Speaking of Unreal Engine 5, here are some other cool projects. We’ve shared two forest maps that use Nanite and Lumen and look pretty cool. You can find the one here, and the other here. Furthermore, there is an awesome Unreal Engine 5 Superman Fan Tech Demo.

Unreal Engine 5 Early Access 2 - Lumen, Nanite and Echo in Oblivion (Kuzja80's 4x Texture Pack)

4 thoughts on “Someone ported The Elder Scrolls IV: Oblivion’s Imperial City in Unreal Engine 5”

  1. Just when hardware ray tracing is finally a thing on both AMD and nvidia cards, and after hearing for years that ray tracing was too compute-heavy and is the “holy grail” of computer graphics, now everyone seems to be rushing to produce content showing software ray tracing and how it can run without any hardware support. Where were these folks before and why did they not do anything before?

    1. To be fair, Crytek also showcased software Ray Tracing in CRYENGINE.

      Still, performance will be always better with hardware-accelerated RT GPUs. Also, both Nanite and Lumen are new technologies that are only supported by UE5. They are awesome, but we don’t even have any game that utilizes them. We also don’t know if other devs will follow Epic’s example.

      I haven’t looked deeper to Lumen but from what I’ve heard, it does not provide as amazing results as Ray Tracing. It’s still better than traditional/rasterized methods, but not as good as RT.

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