Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

Remake to me means that the game is new but is influenced by some earlier title which had the same name, general story beats, characters, etc.
Remake is similar to "reboot" in this sense.

Remaster is when a game is very much the same but the visual and audio presentation is re-mastered i.e. graphics and audio is updated.
In this sense Oblivion on UE5 is definitely a remaster and not a remake.
 
Remake to me means that the game is new but is influenced by some earlier title which had the same name, general story beats, characters, etc.
Remake is similar to "reboot" in this sense.

Remaster is when a game is very much the same but the visual and audio presentation is re-mastered i.e. graphics and audio is updated.
In this sense Oblivion on UE5 is definitely a remaster and not a remake.
But if we use that definition, I can only think of one true remake, FF7.

What other remakes are there, that just take inspiration of the older game but are entirely different?

IMO, remake just means completely new assets, lighting and textures, while remaster would be the old game running at a higher resolution with better textures at best.

A remake would be Shadow of the Colossos while a remaster would be Twilight Princess HD.

And a reboot, your definition of a remake, would be FF7.

I think that makes more sense.
 
People seem to think this is like... way more complicated than it really is, especially for a single player game. Most "gameplay" code is already something you write for a specific game. There's some example code and systems to get you started in engines, but it's very normal to not use any of that and build your own logic from scratch. It's just too dependent on the specific game to necessarily provide a bunch of reusable stuff in a broad engine designed for multiple genres.

Physics is probably the most commonly used piece in game engines on the gameplay side, but it's also pretty reasonable to use your own code for that if there's a reason to. The main reason people often end up using engine physics solutions is that they are often coupled a bit more tightly to networking, which is something that fewer people want to entirely roll their own. Obviously not an issue in a single player game.

So yeah it's completely reasonable and not particularly complicated to use all your own gameplay logic, including physics engine and so on, and drive all the UE rendering from that. It's possible to do that even in a networked game too, it just gets a bit more gnarly as physics and the like interact with netcode state and prediction and so on. If you bring your own netcode with your own physics though, that's obviously still nicely decoupled.

In any case there are also various game genres that I think are better suited to just rolling your own code than using the stuff that is in these general purpose engines. RTS is a big one, but also anything with deterministic gameplay/netcode is often something that's just easier to do yourself rather than try and make general engine systems deterministic.

In this case, Oblivion Remaster, I'd expect it's as much a cost saving measure to reuse as much scripting and etc. as possible from Oblivion. I.E. the Skyblivion guys have had to go to great lengths to recreate all the scripting for quests to recreate Oblivion. Some old Oblivion mods are even working in the remaster so it appears a lot of the underlying logic is indeed handled by Oblivion's original runtime.

Hypotheticall for say, the Elderscrolls 6, I'm unsure what they'd be doing. It sounds like Virtuous wrote their own code to link UE5 to the old version of the Creation Engine, and so it's not immediately applicable to Bethesda doing ES6 as far as I can tell.

As a guess ES6 could be much more UE5 native, might bring over missing features like keeping track of NPC positions and schedules and etc. from Creation to UE5 via a plugin. Just pulling Creation as the logic with UE5 providing only visuals sounds like a pain from debugging perspective that's best avoided if it can be helped.

I know mods are a huge part of The Elderscrolls, but UEFN (Unreal Editor for Fortnite) already bares striking similarities to the "Creation Kit", it may be Bethesda is confident enough in making their own spin on such that's compatible with the base game that they'd be fine switching over to UE5 natively.
 
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I had quick go on Clair Obscur this morning. The PC version has quite noisy shadows and hair, so not sure what's going on there at the moment. I'm probably going to play on XSX later.

The art and world are beautiful though, and very, very French.

It's fantastic that UE allows a team of 30ish to make a game that's as visually rich as this. The nice surprise is that the game part of the game is garnering praise as well.
 
I had quick go on Clair Obscur this morning. The PC version has quite noisy shadows and hair, so not sure what's going on there at the moment. I'm probably going to play on XSX later.

The art and world are beautiful though, and very, very French.

It's fantastic that UE allows a team of 30ish to make a game that's as visually rich as this. The nice surprise is that the game part of the game is garnering praise as well.
This game has better facial and cutscene animation/direction than games with something like 4 times the budget, like star wars outlaws.

That the majority of big budget games still have worse cutscene direction than sitcoms is a sin
 
This game has better facial and cutscene animation/direction than games with something like 4 times the budget, like star wars outlaws.

That the majority of big budget games still have worse cutscene direction than sitcoms is a sin

The micro eye movement the mention in the interview is noticeably good. The expressions work well. I don't think the lipsync is always great. Hard to separate out how much of that 'being better' is technical and how much is actually interesting staging, good voice acting and story telling. The NPC talking heads dialogue in the opening party is not great, but no worse than most.
 
Dunno if that's UE5 problem or that game's specific one though.
It doesn't look nearly as I would expect a game with such performance to look. There are many UE5 titles which look better while running better as well.
I feel like almost every big UE5 release has performance problems except Fortnite lol.
 
Dunno if that's UE5 problem or that game's specific one though.
It doesn't look nearly as I would expect a game with such performance to look. There are many UE5 titles which look better while running better as well.

The game is simultaneously running Oblivion logic behind the scenes, and so loading in all the relevant data into the old engine, and then syncing it with UE5 in some manner, causing all the hitches. This remaster hits more on the nostalgia side than being "good" by today's standards (heck it was janky in a lot of ways even back then), but hey constant load hitches are there for the authentic experience!
 
As was The Finals so would make sense. Like The Finals though it doesn't at first glance look like it's using much if any of the new graphics tech, but that seems like a reasonable decision if the main goal here is to go wide on something F2P like The Finals.

As far as I remember from the devs, both started on custom versions of UE4, I guess they migrated to 5 but didn't consider converting stuff to nanite or etc. worth it. Isn't there some "research on high fps lumen" and mobile experiment settings for UE5, what's that about?
 
Is this something in the finals? Not sure what you're referring to?

Just a presentation I watched a while ago on the UE roadmap:

Something about trying to get Lumen to run on "low end" and "high fps" research, I assume mobile as there's currently a way to enable Lumen for Android if you really want.

If I were to make assumptions it would make sense to bank off the research into GI such as storing GI probe data in a gbuffer so it doesn't need to be recalculated (Massive Engine, etc.), the hashgrid and sparse SDF stuff AMD did for OpenGI, etc. etc.
 
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