| Veknoid_Outcast said: This is exciting :) |
Same, still got my original Xbox 360 copy.
Also got an original Xbox copy of Morrowind.
Used to be a Moderator on the OldBlivion forums and was heavily involved in the mod scene, managed to get Oblivion running on PC hardware similar to the original Xbox by making and modifying the pixel and vertex shaders, modifying meshes and models and more.
Eventually moved onto other games like Fallout 3, Bioshock and Crysis to eventually ending up on vgchartz.
I would be super happy if the mod scene came back in a big way, but forums are an old fashioned idea that has waned in popularity in recent years, so I doubt the community would ever be as vibrant as it once was.
Same goes for Crysis, used to be a moderator for Crytek and the Crysis forums, the community was amazing back in the day, just not sure if a thriving forum community could be a thing anymore... And that is probably one of the most exciting aspects of Elder Scrolls, the community.
I think from a technical perspective, leveraging Unreal Engine 5 to sit on top of Net Immerse turned Gamebryo is probably a very quick-to-market approach, especially if they are just using it for the renderer, leaving all the scripting to Gamebryo to manage which is what that engine excels at... I am just postulating though, need to see the game in person to see how they made two completely different engines mesh together in a coherent manner... You would have though just forward porting it to the latest Creation Engine used for Starfield would have been the simplest approach.
But if they succeed doing it with Oblivion from a technical perspective, then there is no reason they couldn't backport it to Net Immerse and use it for Morrowind.
I just hope there is no shader compilation stutter.
--::{PC Gaming Master Race}::--









