Oblivion Remastered’s modern makeover comes with modern performance snags

by lucky
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Elder Scroll IV: Olivian Remaster is one of the rare sports in which I will grind a performance and settings feature before playing it – Yi Geds, what concept – For fun. This is exactly what I asked for modern tech, which is directly bold on the original, famous bent chassis of the Olivion with fresh visual and UX improvement.

This hybrid engine approach, like Ninja Gaden 2 Black, hands the graphical rendering gobons to the unrealistic engine 5 layer, while keeping all game logic in a modified version that is otherwise only in the background of 2006. In this process, to preserve the exemption that is mostly the cause of Obiyune, as well as in support of the original methods. Nevertheless, Olivian should not be smaller with the effects of the new shape performance. Even with advanced support and frame generation to DLSS/FSR, it is a difficult to easily run in its highest settings, especially if you deploy the ray tracing effects that really (once) promotes and lives the scenes.

Comparing the maps of each glass blade is not the point of this article, but it would be surprising not to do anything before and before, so: Go here.

The lower and gear is not far from the table-even the steam deck can also manage a reasonable frametery-though I will recommend a reduction in the standard of the direction. First, and since it, Ah, Shadow Drooping effort means that we have left the release infodump before the usual, let us know the needs of the misleading system and how they measure the reality of performance.



Oblivion Remastered’s modern makeover comes with modern performance snags
Image Credit: Rock Paper Shotgun/Bethesda Soft Works

Elder Scroll IV: Obloneon Ramstered System Requirements and PC Performance

These UE5 production is not the most requirements of being fair. Graphics cards like the RX 5700 and GTX 1070 TI will probably look less for anyone who is still playing OG Obios on their Jeffers 7600 GT, but they are older than 2025 standards. I am more concerned about the 32GB of the recommended list, which is not a little, and the Bulging 125 GBSD is needed. This is a pile of high -defense chain mail textures.

Elder Scroll IV: Oblivian reclaimed the minimum PC Spring

  • OS: Windows 10 version 21 H1 (10.0.19043)
  • CPU: AMD Ryzen 5 2600x / Intel Core i7-6800K
  • Rum: 16 GB
  • GPU: AMD Radeon RX 5700 / NVIDIA GeForce GTX 1070 TI
  • Direct X: Version 12
  • Storage: 125GB Available Place, SSD Required

Elder Scrolls IV: Obulian Ramsted PC Single recommended

  • OS: Windows 10/11 (with updates)
  • CPU: AMD Ryzen 5 3600x / Intel Core i5-10600K
  • Rum: 32 GB
  • GPU: AMD Radeon RX 6800xt / NVIDIA GeForce RTX 2080
  • Direct X: Version 12
  • Storage: 125GB Available Place, SSD Required

Remster has no considerable extent, though evidence suggests that at least GPU needs are more careful. In the relatively semand demanding overword section I used for benchmarking, the GTX 1070-this base is a non-TI version-which has a maximum of 43FPs on an average of 1080p, using only low preset. GTX 1070 TI, therefore, should be enough.

Elsewhere in the cheap palaces of PC hardware, RTX 4060 can handle only the ultra preset at 1080p, scoring 33 FPS. The higher will be a better point, though, however, produces 53fps, while the medium pumps 80fps. Ultra’s steering clearance also worked for RTX 3070, which ended at 1080p with 59FPs on high preset, as well as adding DLSS to Quality Mode 55FPS as well as 55FPS. Just getting some premium representation, I also tested RTX 5080 at 4K, where (on the Ultra Pressate with DLSS on standard) it took an average of 62Fps before climbing 105FPs with frame generation.

You will note that none of these results are particularly horrible, and clearly, these are the average that is taken from the patch of high stress. The castles, caves and basements will run very fast because of their simple and hard interior. Nevertheless, this lack of consistency is a concern in itself, as you must keep in mind the misleading graphics settings for a misleading situation of a kind of worst. In addition, all of these results use low quality, default lemon lighting effect of software -based ray tracing, which is not very demanding but lacking depth and lack of detail that hardware -based lemons offer in exchange for their high frame tax.

Sadly, the biggest headache of performance causes, regardless of how powerful your hardware is: our old friend, riot. This is a regular event when walking freely, sometimes hesitating for several seconds, and performing such tasks when performing the waiting screen or opening the pause menu. Here are some patchwork work, and in fact, some can do with new visual touchup while virtuals are in it. I have repeatedly seen the shining shining of weapons or surrounding trees that accidentally engulfs the screen space reflection, and this woman is not doing whatever is doing with her skirt, mam.


Elder scrolls in structure defects IV: Obulian Ri Mastered.
Image Credit: Rock Paper Shotgun/Bethesda Soft Works

The strange thing is, Remster still feels as if the structural integrity of the disappearance also improves graphical loyalty. Install the original game without the mood without the mood today and you will have no shortage of the menu of an abnormal options on high frames, which disables anti -Eliasing on ultra -pricing because the game believes AA and HDR lighting are mutually special. It is certain that Olivian Remsterd has bugs and riots, but it is not broken and/or crazy in similar ways – you just have to make sure that when the framered falls, you have given yourself enough headroom to stay away from red.



Fighting a dialytent stunned scheme in Elder Scarrels IV.
Image Credit: Rock Paper Shotgun/Bethesda Soft Works

Elder Scroll IV: Oblivian reclaims the best settings

Actually, correction: Obulian Restrid can be a little crazy. The performance of each standard is much higher than their parts – when I examined each layout individually, reduced them from ultra to medium to see which of the highest frames to see, only shadow quality has a major effect. This will suggest that all the rest of the people can be left on the ultra with a minimum performance malfunction, except the shadows cannot calculate the wider differences between each present. On RTX 4060, remember, the ultra -average is 33 33FPs at 1080p while the medium is 80FPs, yet only shadow quality sets in the medium (and keeping everything on ultra) manufactures only 43FPs.

So I am going to suggest height instead of ultra, as a point that is more complicated. Clearly, there is some style of voltary effect with most individual settings, where their pieces gain much less than collecting a whole combination of decrease with each other, and it is somehow ugly.

Nevertheless, it is capable of droping the shadow another level, and I get a small framered promotion by snatching the standard of global illumination, so it also makes this list. Here’s what I have descended:

  • Thick fade: Off
  • Screen space reflection: On
  • Shadow Quality: Medium
  • World light quality: Medium
  • Advanced techniques: DLSS/FSR 3 on quality
  • Lemon Hardware RT: On
  • Lemon Hardware RT Lighting Mode: Instrument
  • All the rest: Instrument

If you are on an old GPU that is not dependent on it, hardware -based RT can be left, but otherwise, this is the luxury you should bear if you can. It may not duplicate the blind blum of the original game, but it gives more shapes to kiss the sun, which is not in line with the leaves of the leaves. By reducing the shadow and global light, adding upscaing, the ray also provides the framerset headroom to adjust the impact of the ray: RTX 4060 at 1080p, these settings scored 63FPs, just double the ultra preset speed with software -based RT. In comparison, the same settings with low quality software lemons produce 74FPs, so easily the difference does not go unnoticed.

Also, I wouldn’t consider it so important that the air coat is included in the list of “best” settings, but if you are already pumping at least 60fps or without it, DLSS Frame Generation also works much better. This healthy supply of traditionally provided frames helps absorb input breaks by spraying into the produced frames. However, I would not be upset with the FSR frame general. Even despite a strong foundation of ordinary frames, it has a lower grip on its permanent frame PositionSo the results are less smooth than DLSS while walking. And this is still Betasida RPG, so it is enough.

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