Recommended Posts

  • 2 weeks later...

I'm also hoping they will be using a different engine for this, or at least significantly improved. In my opinion, Bethesda's games in terms of gameplay and story are great but their engine just kills the immersion and atmosphere that could be there. Imagine the Fallout/Oblivion world with the graphics engine of Metro 2033 or even Crysis. :woot: THAT would be an amazing game. But no, we'll probably see gamebyro once more with hardly any changes. :cry:

Todd Howard was quoted as saying it uses the Fallout 3 engine just highly modified.

:( I was hoping it uses iD's Tech 5 engine and not the buggy Gamebryo engine... imagine TES 5 using the Tech 5 engine...

I'd like to see a hybrid of Oblivion and Morrowind...

The open HUUUUUUUGE world of Morrowind, but the environmental detail and way that leveling worked in Oblivion. I have over something like 800 hours in my Oblivion copy.. I love that game.

Yeah well, Bethesda are known to love Gamebryo.. and never fixing it.. so expect a buggy game.

Part of the problem is that it's hard to replicate the bugs in such huge games, they tend to be very random, so it's hard to fix what you can replicate, or never actually come across in testing.

Part of the problem is that it's hard to replicate the bugs in such huge games, they tend to be very random, so it's hard to fix what you can replicate, or never actually come across in testing.

I just don't think they test it very thoroughly. There is 1 game breaking bug in Fallout New Vegas that i've heard of, and i've heard nothing but complains about the bugs in that game, plus any other GameBryo engine game.

What they should do, is get rid of that ancient POS engine, and make one or get one that works.

I'd like to see a hybrid of Oblivion and Morrowind...

The open HUUUUUUUGE world of Morrowind, but the environmental detail and way that leveling worked in Oblivion. I have over something like 800 hours in my Oblivion copy.. I love that game.

i think you got that backwards

oblivion was bigger than morrow wind, if it felt small you were quick travelling by POIs too much and not riding a horse or running around enough.

oblivion looked prettier overall, but had less detail imho than morrowwind, in that morrow wind had no copy pasta locations, where as oblivion was full of copy pasta.

leveling was awful in oblivion and you could easily make the game to hard to do anything if you didn't power game plan out your leveling path in advance and take the time to track down all the skill trainers and make sure you got 5 points in specific core skills each specific level and made sure to only level up certain skills each level and so on. otherwise your best bet to do anything and every thing was to simply never sleep so you wouldn't level up.

fo3 was better in some regards iirc, except that you started out so weak, and then ended up super powered. i have to base that on trusted opinion of gamer friends though, as i got bored of dying frequently and running out of ammo beforei could clear the pharmacy just outside of the starting vault, and put in god mode and gave myself exp to hit level 20. i guess it depends on which platform you played it on two from what i hear, and how much you used that terrible queue combat system that was a legacy feature from the old FO games(it was great in the older ones but i never used it in fo3 except to try it out)

not sure why people would want mtero2033 or crysis 's engine for a game like TES, to get the large open environments in these games you'd have to scale back the graphics dramatically on those engines just to get them to run on ultra high end computers. while both engines have the ultra high end graphics, and do give the illusion of wide open go anywhere levels, that's really just an illusion.

the engine that oblivion used and has been modded for fo3 was pretty nice to look at overall in technical terms, and runs pretty damn decently considering the graphics overall. it could definitely be improved and everything i'm hearing about FO:NV (which wasn't bethesda devved) they could stand to step up QA and tweak and mod the engine a bit more.

what i'd really love to see is some kind of coop/mp mode in tes5. if i could p2p or lan up with just one friend it would be wicked awesome, even if one of us got hero status and the other got minion status or something. that was the one thing missing from oblivion for me.

Speculation about The Elders Scroll V: Skyrim has been running rampant since the teaser traileras shown at the Spike VGAs and the teaser site went live soon after. We know one thing for certain though, the PC, PS3 and Xbox 360 game from Bethesda Softworks won't be built on the same game engine as any previous games.

While there be dragons in the game, Skyrim will also sport a brand new shiny engine according to the Bethblog twitter. "Seeing lots of speculation about #tesv game engine. It's brand new... and it's spectacular!" it said.

Good news as the game engines from Oblivion, Fallout3 and Fallout: New Vegas are beginning to show their age.

The Elder Scrolls V: Skyrim is due out on November 11, 2011.

Source

Its not Oblivion engine.

This topic is now closed to further replies.
  • Posts

    • Microsoft: Windows 11 could finally solve a major issue across AMD, Nvidia, and Intel GPUs by Sayan Sen While Microsoft has been trying to improve it, Windows 11 is definitely not flawless, as even today some issues are taking a year to publicly acknowledge. However, one area of trouble that may finally see much better results soon is graphics driver crashes. Work on graphics driver timeouts, also called Timeout and Detection Recovery (TDR), is not new as the latest WDDM 3.2 also has specific improvements regarding it. Windows Display Driver Model (WDDM) version 3.2 is supported on Windows 11 24H2 and 25H2. However, with the upcoming version 26H2, TDR crash diagnosis could go to the next level as Microsoft is introducing a new DirectX 12 API feature called "DirectX Dump Files". Similar to how system memory dump files work when a system crashes or freezes or encounters any such major issue, DirectX Dump Files (DDF) will essentially record a snapshot of the GPU execution right at the moment a graphics-related crash or hang or freeze occurs, so that developers can better understand and diagnoze these TDR and timeout detection errors. The dump will be available as a .dxdmp file for analysis and it will be a comprehensive dump file generated with detailed insights about the hardware, drivers, Windows, as well as the affected application. This should be another welcome change in this department. Earlier at GDC 2026, when the technology was first debuted, Microsoft had shared more details regarding it. The company had explained how DDF is designed to gather data from every layer of the graphics stack into a single file, eliminating the need for developers to manually correlate logs from multiple tools. As mentioned above, the dump can contain a lot of useful details like GPU hardware state information such as register values, shader program counters, page fault virtual addresses, shader memory data, and command buffers. Alongside that, it also captures DirectX runtime and kernel information, including D3D objects, pipeline state objects, device error data, adapter details, and CPU call stacks. Microsoft says the feature has been built around two primary use cases: retail device removals and local device removals. The former allows developers to collect crash information from end users' systems in the field, while the latter helps QA teams and developers investigate issues on test machines. Developers will also be able to include up to 2 MB of custom application data through new D3D12 APIs, providing additional context for troubleshooting. In addition, Microsoft is introducing three dump collection modes ranging from zero-overhead capture, which has no runtime performance impact on supported hardware, to higher-detail modes that collect more vendor-specific debugging data. On compatible Tier 2 hardware, zero-overhead dumps will be enabled by default, meaning developers may begin receiving useful crash diagnostics without making any code changes. The table below explains the three tiers: Tier Description NO_OVERHEAD Enables crash capture with no runtime cost and is suitable for broad deployment MEDIUM_OVERHEAD Provides a balance, capturing additional diagnostic data with moderate impact HIGH_OVERHEAD Collects the most detailed GPU and driver state available, enabling deeper investigation at the cost of higher runtime overhead In terms of availability, the company expects broader release to be around the fall of 2026, which should be right around the time when Windows 11 version 26H2 lands. Right now, DirectX Dump Files are available as a preview and currently, only AMD has the compatible AgilitySDK Developer Preview driver version 26.10.07.02. You can find the official announcement post here on Microsoft's website.
    • And with SO much better perf than the laggy mess that is Files.
    • BrowserOS 0.46.0 by Razvan Serea BrowserOS is a free, open-source Chromium-based browser that runs AI agents natively, offering a smarter, more productive browsing experience. It supports Chrome extensions and integrates AI agents to automate tasks, fill forms, and streamline workflows. Your data stays on your computer: you can use your own API keys or run local models via Ollama, making it a privacy-first alternative to tools like Perplexity, Comet, or Dia. With built-in productivity tools and app integrations, BrowserOS boosts efficiency while keeping control firmly in your hands. Being Chromium-based, BrowserOS lets you effortlessly import your bookmarks, passwords, and Chrome extensions in just a few clicks. BrowserOS works with OpenAI GPT models, Anthropic Claude, Google Gemini, and local AI models via Ollama or LMStudio. You can use your own API keys and effortlessly switch between providers. BrowserOS Agent Your AI productivity assistant that organizes and manages your browsing effortlessly Quickly list, group, or close tabs Save and resume browsing sessions Search your history and organize bookmarks Switch instantly to the tab you need BrowserOS Navigator – Automate web tasks with ease Navigate websites and search automatically Interact with pages without manual effort Handle repetitive tasks in seconds What makes BrowserOS special Feels like home - same familiar interface as Google Chrome, works with all your extensions AI agents that run on YOUR browser, not in the cloud Privacy first - bring your own keys or use local models with Ollama. Your browsing history stays on your computer Open source and community driven - see exactly what's happening under the hood MCP store to one-click install popular MCPs and use them directly in the browser bar (coming soon) Built-in AI ad blocker that works across more scenarios! BrowserOS 0.46.0 changelog: Run Claude Code & Codex right in your browser — We've extended the agent harness to bring full coding agents into BrowserOS. Claude Code and Codex now come bundled and plug straight into the assistant, so you can drive your browser with the agent — and the subscription — you already use. A brand new experience — A redesigned new tab, a calmer composer, and a rebuilt command center for switching between agents. The whole assistant is cleaner, faster to reach, and easier to live in. New MCP tools — We rebuilt the browser tool surface from the ground up — a tighter, more reliable set of tools for agents to drive the browser. Plus one-click install of BrowserOS as an MCP server into the agents you already run, with automatic URL sync. Chromium 148 — Updated to the latest Chromium base with all recent upstream fixes and security patches. Streamlined — We've pulled back a few features that weren't getting much use — Skills, Soul, and Memory — so we can focus and ship better versions of them soon. Download: BrowserOS 0.46.0 | 181.0 MB (Open Source) Download: BrowserOS for macOS | 485.0 MB Links: BrowserOS Homepage | Github | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
  • Recent Achievements

    • Week One Done
      Jordan Smith earned a badge
      Week One Done
    • Reacting Well
      BizSAR earned a badge
      Reacting Well
    • First Post
      AndreaB earned a badge
      First Post
    • Week One Done
      Huge Trailer earned a badge
      Week One Done
    • Week One Done
      Classifyskilleducation earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      590
    2. 2
      +Edouard
      186
    3. 3
      PsYcHoKiLLa
      76
    4. 4
      Michael Scrip
      73
    5. 5
      Steven P.
      67
  • Tell a friend

    Love Neowin? Tell a friend!