What you described are game design issues. The art is always only as good as the artist who makes it and the Bethesda game design team are not very good (or perhaps Todd is a mediocre director since he is directly responsible for almost all aspects of the game).
If you see how ENB and Sweetfx enhance the visuals you know that the engine is capable of much more. There is a mod called Enderal which is a total conversion of Skyrim that uses the same engine but improves the visual in almost all aspects: better models, better post processing, new game mechanics, etc. There is also a team working on porting Vampire The Masquerade Redemption to the Skyrim engine with all new assets (guns, etc).
So basically Bethesda games being mediocre is due to a mediocre team and direction. Even if they start using Unreal their games will still be mediocre.
Edit: Before someone points it out, I know that ENB is not a part of the Creation Engine, but an external postprocessor that hooks into the DirectX API and modifies the rendered output. I was just saying that Bethesda could use something like this to enhance the lacklustre visuals but they deliberately chose not to perhaps due to their artistic vision for the game.
This is sort’ve true but post processing isn’t where the game struggles per se. Both Skyrim and Fallout 4 lacked LOD lighting and featured prominent Z-fighting of many textures, that’s an inherent way that the LODs are calculated in the engine.
So most of what I’m talking about like lackluster quest design and poor visuals aren’t unfixable by the engine, but they’re direct results of developing using it. The quest structures are mostly the same as they have been for decades.
And yes, they could easily code something like an ENB mod but they just don’t. They’re so bad at this in fact that they can’t even get proper anti-aliasing working. If I remember right, Fallout used TAA and it was so awful that I preferred a 3rd party FXAA to their solution.
Also to be fair, ENB is similar to other graphics injectors which aren’t new on the block but you dont really want to use an injector so they’d have to code something like an ENB into their DLL and that would affect the engine so they don’t do it. It needs a big update to add stuff like that and this will be the third game they haven’t bothered to significantly change it.
Makes sense. Though I would still rather they not abandon the Creation Engine and improve its underlying technical features. The modding community has more than a decade of experience with its underlying subsystems and what actually contributes to the robust modding scene of Bethesda’s games.
What you described are game design issues. The art is always only as good as the artist who makes it and the Bethesda game design team are not very good (or perhaps Todd is a mediocre director since he is directly responsible for almost all aspects of the game).
If you see how ENB and Sweetfx enhance the visuals you know that the engine is capable of much more. There is a mod called Enderal which is a total conversion of Skyrim that uses the same engine but improves the visual in almost all aspects: better models, better post processing, new game mechanics, etc. There is also a team working on porting Vampire The Masquerade Redemption to the Skyrim engine with all new assets (guns, etc).
So basically Bethesda games being mediocre is due to a mediocre team and direction. Even if they start using Unreal their games will still be mediocre.
Edit: Before someone points it out, I know that ENB is not a part of the Creation Engine, but an external postprocessor that hooks into the DirectX API and modifies the rendered output. I was just saying that Bethesda could use something like this to enhance the lacklustre visuals but they deliberately chose not to perhaps due to their artistic vision for the game.
This is sort’ve true but post processing isn’t where the game struggles per se. Both Skyrim and Fallout 4 lacked LOD lighting and featured prominent Z-fighting of many textures, that’s an inherent way that the LODs are calculated in the engine.
So most of what I’m talking about like lackluster quest design and poor visuals aren’t unfixable by the engine, but they’re direct results of developing using it. The quest structures are mostly the same as they have been for decades.
And yes, they could easily code something like an ENB mod but they just don’t. They’re so bad at this in fact that they can’t even get proper anti-aliasing working. If I remember right, Fallout used TAA and it was so awful that I preferred a 3rd party FXAA to their solution.
Also to be fair, ENB is similar to other graphics injectors which aren’t new on the block but you dont really want to use an injector so they’d have to code something like an ENB into their DLL and that would affect the engine so they don’t do it. It needs a big update to add stuff like that and this will be the third game they haven’t bothered to significantly change it.
Makes sense. Though I would still rather they not abandon the Creation Engine and improve its underlying technical features. The modding community has more than a decade of experience with its underlying subsystems and what actually contributes to the robust modding scene of Bethesda’s games.