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The Cursed "Optimization" In TES:Oblivion | UE5.6 is NOT 30% faster (Context Explained)
Summary
Description
Threat Interactive Video 16 explores the GPU processes required to generate a TES: Oblivion Remake frame as well as giving important data on how Nanite works and how it fails to deliver performance. We also took the time to analyze the suspicious UE5.6 Paris demo in order to produce the proper context other content creators didn't have the tools to provide.
Chapters:
Intro & Scenario: 0:00
Starting GPU Draws: 1:07
Memory Waste & Target Shading Cost: 1:53
Prepass & Poor UE Defaults: 2:31
Analysis Introduction To The Nanite: 3:24
Hardware Z-Testing & Defining Nanite's Issue: 4:33
(1st Conclusion Segment): 6:40
Oblivion Visbuffer Draws: 10:51
Lumen & Decal Issues: 13:00
The Basspass (& How Nanite Handles This): 14:05
Lighting & VSMs: 16:56
Skylighting, Sun Light, & Volumetrics: 17:55
Post Processing & Ending Draws: 18:30
A Small Insight Into Our Budget Analysis Workflow: 19:30
Conclusion 2(The Problems With UE5 Foliage): 20:00
A Small Touch on What is Epic Games' Fault: 20:58
The Truth About 5.6 & The Ominous Paris Demo: 21:20
How You Can Help Our Efforts for Better Graphics: 23:14
Our Website: https://threatinteractive.wordpress.com
Our Patreon: https://www.patreon.com/THREATINTERACTIVE
Our Bonfire: https://www.bonfire.com/store/threat-interactive/
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For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:
Email: [email protected]
X / Twitter: https://x.com/ThreatInteract
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Studio Founder:
X / Twitter: https://x.com/TheKevinJimenez
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Credits & Resources:
https://jcgt.org/published/0002/02/04/paper.pdf
https://wickedengine.net/2024/12/wicked-engines-graphics-in-2024/
Translated At: 2025-07-03T03:52:56Z