#▫️Oblivion Remastered
1 messages · Page 2 of 1
did you try recompiling the shaders?
yup
It took me forever, the game was not taxing the CPU, for some reason, during pre-compilation
yea same for me
only the first 20% my cpu was at 100% load then it suddenly went down
and took forever
during gameplay I still have tons of compilation stutters
I'll try a complete 200 GB reinstall again this afternoon. I don't get atrocious stutters, but cannot get the GPU to be fully used if using Frame Generation. Only get like 20 FPS more and GPU usage tanks.
FG requires reflex on and on my PC reflex on was lowering my GPU usage so much idk why
Reflex off my GPU is perfect
Not a problem anymore since they patched the ability to use any upscalers. LOL.
Now that I was determined not to rest until I got it working properly.
masterclass from the devs and now they will go in weekend problably and leave us with that
They've been on a weekend for years in Bethesda by now. Haha.
wait what?
oh it's a gamepass exclusive "feature" lol
or well Microsoft store
DLSS got mysteriously applied again to my Game Pass version. Posted about it on SK Disc.
Fiddling with CVars now.
Game is so cursed.
Oh my God! Finally got all almost in place. FG working as intended, even though Betheda disbaled it. Haha. Profile K looking way superior to all others that blurred the image when you moved your character. RenoDX with nice ShortF settings. Decent input lag although Reflex is not fully working. Happy gaming pals. You all are the best^^
I honestly think that nighttime in the original game looks 10 times more realistic
the remaster is way to bright by default and that fog kinda ruins the landscape
The Retro PC Time Capsule format returns once more - but this time in the context of a brand-new game. Oblivion Remastered on PC running maxed out on a 12900K/RTX 5090 system is stacked up against the 2006 original, running on period appropriate hardware - a Pentium D 3.0GHz processor paired with the (then) almighty Radeon X1800 XT. Just how muc...
Is anyone else seeing artifacts when forcing the transformers model with the nvidia app? If I stand still for too long (or when I am in a conversation) white sports will start appearing on screen.
Yes. That's something that happens in other games as well when you use the transformer model. I don't know if it's intrinsic to the new model or if it's just when you override it.
game updated, wtf? there's no upscaling optionss
are you using the gamepass version?
the latest hotfix caused issues with upscaling on the gamepass version
yeah, i enabled SR/FG in engine.ini and it seems to be working
good to know
If anyone needs:
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
Altar.UpscalingMethod=1
Altar.DLSS.Quality=4
Altar.DLSS.FG.Enabled=1
Altar.Reflex.Mode=3
may need to set to read only too
^ Could somebody pin this?
No. I’m using the latest DLSS and FG preset k and all I see is like this ghostlike film when turning the camera near lights. It’s not too distracting. Otherwise the latest DLSS improved performance and image
does anyonne have any mods they can reccomend for the difficulty sliders?
adept is too easy
but expert is crazy hard
The difficulty sliders are pure Bethesda nonsense, always have been
There are no changes in mechanics or consumption rates of stamina / magicka
Just a you deal fuck all DMG whilst the enemies sneeze on you and you die
Master has a
You - 0.2x dmg scale
NPC - 5x dmg scale
There are a few slider improvements on nexus already
Ideally something with a flat large increase to both you and NPCs. 3x dmg across the board so I don't have to swing 50 times at an enemy to kill them but I can also die easily
@sleek pawn what do u think about this mod
By they way. What's wrong with SSR? Lol... If I turn it off it gets better, but do I lose some layer of qality by doing so? Like... Does this game mix RT reflections with SSR?
layers SSR on top of RT because some things are missing from RT
like fog is completely absent for one
And what Bethesda did about it? Nuke upscalers. Haha.
The SSR is hot garbage. It reflects your weapon in the water, etc. It's better to just turn it off since it's more consistent, even if less accurate because of the cut down geometry used to render the RT reflections. (They show this in the DF comparison of Remaster vs original)
Digital foundry will preform an execution publicly at 3pm BST
i dont want to see SSR in any new games lol
Im using the 2x on expert and it feels fine
Definitely better then default
That is a basic issue with SSR on water. Can't be fixed if you want to keep SSR.
I certainly do want that as a fall-back still for lower-end devices and handhelds

Optimized settings when

Nevah
Soon™
The game runs fairly well with 3.8.1 FG,+ 310.2.1 SR Preset K + 310.2.1 RR Preset K with Ultra + default setting (with ray reconstruction tunred on)
I locked the FPS to 90 for now aka 45 base + 45 generated frames
😭
You cant say the game runs well
Then say all that
A game that runs well does not need all that
Well you need Ultra+ if you want to fix ray traced reflections
it runs at a semi stable 60 fps without FG, the only issue with FG is the flickering :/
Wow so simple lol, I get it but the game is not optimized
I am with you dude, it just made me laugh
Most people don’t even know differences between dlss versions
Yea, it's kinda sad that you need to mod/optimise games yourself nowadays
Maybe I will try the downgraded FG, I got them all forced to the latest using profile inspector
3.8.1 is definitely better
it's more stable and looks better, BUT it runs worse
I mean it's more demanding than 310.2.1
Yeah, I just more stability now, the constant hitches are really jarring
I get no hitches with or without FG tho
I will probably turn the SSR off, the weapon reflections look so bad
I get random stutters, I just assumed it’s the regular UE nonsense
The game runs fairly well
-# with 3.8.1 FG,+ 310.2.1 SR Preset K + 310.2.1 RR Preset K with Ultra + default setting (with ray reconstruction tunred on)
sorry for the video quality 😅
I get very small dips here and there but it's not noticeable
noticeable for me
😩
right is very noticeable for me
but its nothing for normal people i would say
Don't you get massive UI kind of rubberbanding with HDR and 3.8 when you move the camera?
I don't think so
the latency is fine
but i dont have big spikes in oblivion like DF's
no idea why Alex has such bad performance in his video
you do know thath the perfectly smooth frametime graph is a lie
yeah
but i can definitely tell there is a difference between the two
87 fps vs 80 can be noticeable
and if the framerate is all over the place then yea ofc
no i mean these small hitches
its expedition btw
not oblivion
i refunded oblivion
😩
if you notice the small sub 1ms frametime fluctuation then that sucks haha
actually refunded expedition 33 too but someone in my steam family bought it so i downloaded it again
2 - 3 ms
1ms is too hard to notice
definitely playable but not idea
for me at least
and the raw performance in oblivion is so bad that i dont even want to play it
😩
i refunded expedition 33 for the visual not the hitches btw, that game is smooth if you turn down shading quality to high
typical UE5 performance unfortunately
this is way worse than other UE5 games
at least other games have an actual modern game to simulate
while here you're simulating a 20 year old game
yet CPU performance is abhorrent
ture, there are UE5 games that run well
Oblivion Remastered does a good job in thoroughly modernising the 2006 visuals with the latest rendering technology - but the more you play, the more the experience is marred by excessively poor performance. The game has profound CPU problems that make a smooth experience on PC seemingly impossible - even on the most powerful hardware. Meanwhile...
this video is weird, the game runs a lot smoother on my PC
You locked the game to 45fps
yeah its nowhere near that bad
WTF is going on there
found it weird that the 5090 and the 4070 super were the only gpus tested in the video
Anecdotally it seems like people using 20 series gpus are having less issues with stuttering
tbh i only have small hitches
know someone playing on a 2070 super and they're having s blast
though they might not notice hitches as much as we do
🤷♂️
i saw someone claimed dead space doesnt stutter on his machine and even recorded a video on it
and in his video there were massive stutters
digital foundry videos are so bad its all just rage bait
it runs a lot smoother even without fg
I have no 1-2 second long hitches
only small frametime spikes
idk it feels like he doesn't even give the games he plays a chance and he does very little testing
bad game equals views
Wonder if the shader cache is busted in his video.
oh yea you have to recompile the shades if you change the DLSS SR dll version
you can force thegame to recompile by deleting the Save_Settings.sav file
Yeah, can't really blame him for missing it if that is it, game should be better about managing that.
o that explains a lot
will this wipe any settings
what am I missing 
There's hope but it'll probably require a lot of work... https://www.pcgamer.com/games/the-elder-scrolls/modders-have-torn-apart-oblivion-remastered-and-found-potential-for-proper-modding-but-without-tools-from-bethesda-well-need-a-lot-of-reverse-engineering-work-before-modding-can-be-fully-realised/
Yes, if I remember correctly
all settings
well game settings
is there RenoDX for Oblivion ?
yall waiting for the mod to be more finished to post on nexus or what?
ShortFuse doesn’t post on nexus
People are too stupid and incapable of following directions there
Makes modding frustrating
Because there's more people that see it there
just ignore the nexus page besides when updating lol
I never would've even found renodx if not for nexus lol
I still upload to nexus
I just mostly ignore posts and let them come to discord if they have questions
There needs to be a nexus page ngl
Think of the exposure
There should have been a nexus page day 1
Odgrub takes us on a tour of the original and remaster to see what -if anything- has changed about this game's graphics.
because he has a short fuse?
game crashing after i just installed reno
what has it done?????
pls elaborate????
this game????
this game runs like shit. sorry
jkust like mh wilds runs like shit
mod doesnt seem to work at all
hit esc twice when using the oblivion renodx
Could always get it back with a console command
this is why I like Oblivion, there are a lot of unique stuff in it, unlike in starfield where unique weapons/armors are recolors 😦
see thats the thing, there isnt a code for it released for remastered...
i havent been able to find the code >.>
really?
yeah
it's a dlc item
it dfoesnt look like dlc items are included in any of the logs
i have a mod that makes it the correct level
so if i have a code for any version it should be fine. i think im lvl12 tho
00079062
then
player.additem 00079062 1
the underlying engine is the same, aka you can use the old item IDs 😄
np 😄
ok i reinstalled reno and now it is behaving itself
does the mod turn off dlss?
my performance has taken a tanking
maybe it's a shader issue again
That's partially it. But also the update process is a hassle. When there's an automated system for updates I'll consider it.
Does anyone know what the Post Processing Effect Quality affects? I know Chromatic Aberration is lumped in. Is there any reason not to turn this all the way off?
I can't believe how lazy the settings are.
Found it. Add these lines to Engine.ini:
"r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Quality=0
r.DepthOfFieldQuality=0"
That turns off Chromatic Aberration, Depth of Field, and Film Grain (if there is any). But it doesn't affect Bloom, or anything else that the "Post Processing Effects Quality" setting might touch, so you can leave it on Ultra.
Fixes this bullshit.
I will NEVER understand that effect.
This probably breaks renodx btw
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Quality=0
RenoDX already controls both CA and Grain/Quantization
the mod is essentially ready for general consumption. not ready for nexus mods consumption. 
still got more stuff to mess with
Some people on the SK Discord did test this and I'd say it really helps with frame times.
Aren't most of the assets in ue .pak files?
oh I was thinking it was decompressing bsa files
nvm then
if you told me the stuttering is related to them deciding to use bsa instead of the UE default asset system, i'd believe it
@unreal beacon sorry for the ping but what are your thoughts on this mod?
Hi
So
My thoughts are
99.999999999% odds that it does nothing
Why?
Zlib is used only for 2 form types
NPCs, due to facegen
Landscape, due to terrain geometry being in the plugin
And guess what Unreal Replaces!
Faces and terrain
All assets are done on the unreal side of things
So if they did stuff right, landscape should not be read at all
And NPCs load differently
So if anything, decompressing NPC records should work, maybe
Landscape? I would not bet here
BSAs should not be read at all iirc, so decompressing those is silly if that is indeed true
and this is why I asked you lol
thank you
I wouldn't because BSAs don't work like that
only the actual files are compressed
hashes, strings, are not
so the "does file exist, and in which BSA" check, is same across uncompressed and compressed
i don't just mean compression. assets being on cpu/memory and not in VRAM could be a thing
they are def not using nifs, or at least shouldn't, as it'd make no sense
at worst
havok
the game doesn't finish properly loading for me until like 40 seconds after the load screen and i'm in game
but I don't think they use havok
cpu is at 100% when i load into an area
keep in mind I'm in a "this wasn't done by Bethesda so I acutally have some faith in devs" mood
so I'm mostly assuming the be-no not the best, the normal case scenario
the game doing stuff for nearly a full minute after the loading screen has completed has me suspect they tacked onto UE and did something custom. like "okay, UE did its thing, now we do ours"
checking TES Engine's load times should be simple
hook anywhere into BS/NiStream for nif loading
and cells are loaded through TESWorldSpace
though from what I've seen cells are unknown considering how much is offloaded into UE with them
could also check if it spawns the task thread
in vanilla, that's what's responsible for asset loading
and, worth noting, most stutter in vanilla comes from D3D9 asset upload + shitty critical sections that block the main thread if it's rendering, while it loads any assets
the game's VRAM osd has 0/0 so they might have considered doing something custom, and then didn't finish
i could also trace vram and d3d resources myself
Same thing happens to me
Kinda reminds me of fallout 4 but iirc that was a megatexture quirk
the intro video stutters for me 
bruh
unreal's video playback has always been ass
both
enable native UE5 HDR output and use it in RenoDX
renodx will enable it for you
but renodx is much better, there's noticeably missing color grading from the native hdr path alone
Have y’all tried the oblivion unofficial patch?
so does this mean i should leave ue hdr off but have it on in the renodx menu
Renodx writes the necessary stuff to the engine.ini
any ultra+ users got settings recommendations? I dont want my fps to tank too much though I'm on a 4070 ti super and 7800x3d
hi, my game just starts after 40 percent of shader compilation, did i twice now but no difference, is there a solution for that maybe? Or is the game just done compiling and does not show properly?
Hi I'm completely new to using HDR this is actually the first game I've played with it using Renodx since getting my new OLED monitor. I played about a hour or so and within about 15 min I already started to notice pain in my eyes I'm assuming from the brightness and after a hour a really bad headache. I feel most of it came from the menus popping up when looting bodies. What are the best steps I can take or settings to adjust to help aleviate this? I really want to do what I can to keep using HDR as it was definitely the most breathtaking experience I've had with video game graphics in my life.
Game brightness and ui brightness are going to be your more “normal” brightness adjustment. Try dropping those to like 120
ok thank you for the reply I will try these adjustments when I get on later. Im assuming these settings are found in the reshade in game menu?
Yep, renodx menu of reshade
Guys stupid question, but with renodx, do I have to enable the game's HDR (by command line or .ini) ?
It'll set it on the engine.ini for you on start up if it's not there. You'd have to restart one after
Tried renodx yesterday, lost around 20+fps sadly at 4k, went from my 115 cap most of the time to somewhere in the 90s and frametimes were quite a bit worse, looked good though, sk hdr makes the interface way too bright, settled with the engine.ini hdr stuff and hdr passthrough on sk.
Wondering if i should give ultra+ a try, hope it doesnt tank my fps as well.
RenoDX with UE HDR? Because those numbers seem way off from our benchmarks
yea UE, if i use the swapchain theres a lot of flicker on some things since i use framegen
feels like framegen isnt on with UE even though sk is reporting it is
What build date was the mod?
From where
his github
His?
ill try that out tonight thanks!
Fyi it's my GitHub, and my mod
yea just noticed xD
❤️
im loading it through sk, though it auto sets it at lazy instead of plugin, doesnt matter i suppose
We usually see like a 1-3fps overhead versus unmodded. Though UE HDR is the baseline, not SDR
Also Reshade should be the newer one that floats around here
It's pinned here, or in #🧩renodx-dev
I might start restricting it so it doesn't run on the older versions
Just because it's a bad experience in dx12. Not entirely sure it matters with UE HDR, but no reason to run the old one
@glass bronze whoops, thought we were in https://discord.com/channels/1161035767917850784/1364265094799954072
no worries 🙂
Pretty sure I’ve got the latest as the stable link
Yeah, it's may 5th, but the older Reshade is probably more important
Oh did you do a new reshade build?
I think they were using Reshade official.
Ah
Need to set a min version of 6.4.1.25
Works fine now ❤️
Hey people, anyone wants to share their ideal settings in RenoDX ? is it normal that 2500nits peak brightness looks best on my Asus PG27AQDM (8200k) know that on windows it's calibrated on 1200(IDK the unit of windows calibration tool) ? or I'm I missing something ?
PG27AQDM doesn't hit 1000 nits in basically any reviews i've seen. sounds like your display has dynamic tonemapping
Clearly nowhere near that figure yes
From what I gathered the "console hdr) setting should be the one to use to calibrate since it shouldn't have tone mapping
But regardless, in windows it's 1200(nits?) and in renodx it looks okay around 2500nits
Do you have the same behaviour or is it something off ?
game shouldnt always hit the peak brightness you set
if in windows its 1200, then 2500 nits with renodx make no sense
you probably need to check more highlights
I usually check the fire either in the intro or in game, altho it's probably a thing with the monitor since at 6500k (the color temp setting) it doesn't behave that way, but the setting has alot of color fringing and banding
you should technically pick the peak that you get with Windows HDR, since the process is the same. also you should reset your display: https://github.com/Kaldaien/sanitize_metadata/releases/tag/25_5_2
Thanks, I'll try that and see
I think that fixed it, now both are matching, thanks a lot
btw do you use UE HDR or swapchain ?
UE HDR. not enough videos to warrant the swapchain stuff
If I understood the diff , UE HDR uses the engine's pipeline, swapchain is another one ?
Does one perform better than another ?
Some stability issues with swapchain, though that may actually just have been shader stuff.
With UE HDR, you don't have deal with incompatibility with FG
Thanks for the answer.
so no performance difference ?
Hasn't been quantified. In theory, UE HDR should be better. But maybe UE does some nonsense that RenoDX doesnt
@formal charm yep turns out eye adaptation is busted in this game. it needs entirely new settings
adding back local adaptation means it needs new eye adaptation that actually works

Do you guys use any other visual improvement mods in addition to RenoDX? I've seen some others mods that add in additional lumen and shadow settings for UE, didn't know if these would conflict with RenoDX or actually add any meaningful visual improvement.
oh just found the oblivion remastered section in renodx think I found my answers there
Where did you find it?
Go to #🧩renodx-dev and then click the name up top and select threads and then find the one for oblivion remastered. There's a link to it further up this thread from shortfuse but I can't figure out how to make one for that lol
Can someone tell me where I should put this command? r.Streamline.TagUIColorAlpha=false
engine.ini
in my games folder in documents
Thanks
no problem brother
Any chances of getting renodx for skyrim?
is there even any hdr support for skyrim?
i was under the impression our only options were things like special k
there's nothing official out yet, but doodlum is the lead dev of the community shaders project. a contributor is working on HDR support but is currently in dev hell because skyrim
development hell in what way?
He's having a hard time solving all the adjecent stuff
HDR works, but AA and FG are broken
And the sun may actually have its own render target which he missed
A bunch of the sliders are also broken
And he's busy with irl work
There's already a fixed AA shader for Skyrim
@vestal nacelle you still have that shader on hand?
It needs to not be broken in CS
And for some reason it breaks on certain systems and not others
Musa helped with all the tonemapping and stuff
It kinda does in CS. So currently HDR only works without AA for me
I actually got a renodx mod for skyrim 90% working (didn't realize I needed to apply gamma before tone mapping lol) but I didn't release it
Could probably throw something together real quick but idk if it'll be worth it since CS is working on HDR
If you feel like it you can always have a look at the CS code.
The draft PR is on github
Maybe you'll have insights that Netrve, who is doing this is missing
He's kinda doing this for the first time so also learning whike doing it.
I might look at that when I have the time
Like, the HDR stuff. He does have coding experience xd
He probably has as much experience as I do tbf
I only have this role so I can be pinged
true
been mostly waiting on getting a new monitor so I can actually see what I'm doing with renodx lol
The HDR support has been in progress basically since I joined this server. (sometime last year) Honestly, no harm in putting out the mod if you've got it, there's no telling when it'll be finished up.
I guess
forgive my ignorance, just looking at the Github page for the Native HDR page and under known issues it lists a few issues if using the SwapChain method. What is that?
You can either let unreal engine upgrade the swap chain (so using unreal’s native hdr and then renodx modifies those shaders) or renodx can upgrade the swap chain and use the SDR path. The unreal method is default
So if I install reshade into Oblivion and copy over the RenoDX snapshot to the relevant folder, which method is that?
It’s selectable in the addon, but by default it’ll do the ue method
Such a shame the stuttering in this so bad. Really does detract from the experience.
Either game is not optimised or
Optimised for future hardware
Not optimized, according to John in Digital Foundry, Bethesda have acknowledged an issue when the player moves from one game cell to another. Working on some sort of fix for it alongside Epic.
you can try ^ to re-enable multithreaded shader cache that the Oblivion devs disabled from UE
let me know if it's placebo, but works for me
r.HDR.EnableHDROutput=1 is now UE HDR right? So the default recommended is UE ?
for renodx yes
Thank you! Many versions ago I had issues with UI color because I used reshade presets, did any of the UI changes you recently make fix that? (custom LUT)
reshade effects are all post process. they draw on top of UI. can't do much there
Got it! thank you
thanks, did a quick quest earlier and first impressions is that it's made some improvement...will test more later and let you know.
just reading through the comments on your mod page on Nexus...lol at Jedi Survivor duplicate shaders.
The original video was removed from YouTube and my channel was hit with a strike. This is an improved & expanded version.
Special thanks to Type2Productions! I recommend you all give their video about the remaster a look - it is quite long and has a lengthy session just talking about the myriad of bugs and defects of the new game. Their comment...
🤦♂️
Type of people who love over saturated shit
Look I get it that’s how oblivion was like
But nobody complained when Skyrim wasn’t as over saturated?
idk oblivion remastered looks pretty hideous imo
skyrim looks good desaturated and it fits the setting
skyrim special edition looks awful cause they added more saturation
first thing I do when installing skyrim is download a mod that restores the LE weathers
too lazy to watch the entire video but jesus
i don't think this remaster is worth playing
unless there's an overhaul
The remaster looks good imo, the more realistic desaturated look fits the new graphics
looks terrible imo as well
-
OG is 32bit and OOMs like a MF if you look at it the wrong way
-
Can only be ran at 60FPS as to avoid Havok and OBshit based CTDs
-
Renderer is ancient and looks atrocious. You'll need to install OBR, ORC or similar. Those graphics extenders + DX9 will hit the singular rendering thread harder than UE5 slop HW raytracing. I'm not playing at sub 45FPS with no engine based FG and having to contend with shimmering all over my screen because the game only has MSAA (which isn't doing anything for the newly introduced shaders in the extenders)
Mods exist and can alleviate the entire 'brown slop' look of OR
Only console plebs are forced to for the #5849503749 time to suffer with dogshit by having no customisability and well the rest of us have to deal with UE5slop based traversal stuttering 
That or we can all wait for the true great mediator
Skyblivion
But their tonemapper + lighting is straight arsecheeks
And since they're relying purely on vanilla SE graphics it also looks dated AF
ENB will be a must but oh wait... Boris thinks HDR output is a meme and doesn't support it
So all in all pick your poison out of the 3 options
yeah nah the original game has a very specific look/vibe and it always sucks when remasters/remakes throw out the art direction or act like the original color choices weren't deliberate and important. I don't think the remake looks bad necessarily, but it doesn't really look like Oblivion which does suck. And color grading can't fix all the issues, there are profound differences beyond that. The game needs a pretty substantial overhaul to be more faithful.
That said, I'd still rather play the new version, I just disagree strongly with the new color/weather/grading choices. The new character models and animations look amazing though, and I like the gameplay adjustments.
I agree, that the remaster is not faithful, and yea, it needs a substantial overhaul if you want it to look like the OG game. Changing the color grading to be more "fairy tale" like would look pretty weird with the new assets imo. I personally prefer the new "look" tho, but I'm a huge fan of more realistic/muted colors.
it's a bit weird that the dreary landscapes of velen in the witcher 3 can have more pop than oblivion 😅
Well W3 is pretty saturated too
That was one of the reasons I kinda disliked the graphics at first haha
I mean the original Witcher 3 not the new version
The new GI helps the colors come together more naturally
I like "over" saturation/fantasy colors in cartoonish/stylized/anime games, but not in semi realistic looking or realistic looking games
the worst offender is probably Horizon Zero dawn
or Forbidden West
I agree that the horizon games are pretty tasteless
whole lot of color and it's often not cohesive
especially when you factor in the armors
I love both games, but yea the colors and the effects are very weird looking and that lens flare.....
I'd take the Oblivion Remaster over the OG, for the gameplay changes, but I just hope to god something can be done to reduce the stuttering. Having watched the last developer video of Skyblivion while I really appreciated the effort they have gone through, thought it looked quite ugly.
I did go a little overblown in my reaction, I wish it was very much like the original art style just like the YouTuber is saying.
However what I don’t agree with is that because of the art style changes, the entire remaster is a lazy horrible mess nobody should bother with.
totally agree with that
I’m over the main quest and sorta OP at this point and had to jack up the difficulty. I’ll probably get the DLC done before they even patch it. It’s bitttersweet how the excitement wanes and we always need new games. 😂. Tainted grail too. It was fun for a bit but it’s not holding my interest in the second area
The second patch is supposed to have performance improvements
-# my hunch is that it was originally supposed to be all one patch but the performance improvements needed more time to cook
hopefully the second patch removes Unreal Engine and replaces it with ID Tech 8 😛


