[60 FPS Boost] Skyrim Xbox Series X/S XSX 4K + Auto HDR Gameplay
Skyrim is powered by Bethesda's Creation Engine, forked from the Fallout 3 codebase specifically for Skyrim. After Fallout 3's release, the team devised numerous design objectives to meet for Skyrim, and according to Howard, the team "got all those done and kept going". Had the team not been able to meet their design goals with current hardware, they would have waited for the next generation and released Skyrim then, but Howard felt that the technology of the time did not hold the team back at all. The Creation Engine allows for numerous improvements in graphical fidelity over Bethesda's previous efforts. For example, the draw distance renders farther than in previous Elder Scrolls games; Howard provided an example where the player can stare at a small object such as a fork in detail, and then look up at a mountain and run to the top of it. Dynamic lighting allows shadows to be created by any structure or item in the game world, and the Creation Engine allowed for greater detail in flora production than SpeedTree had in previous Bethesda games. For example, with Bethesda's own technology, developers were able to give weight to the branches of trees, which affects how trees blow in the wind. In addition, the technology allows wind to affect the flow of water in channels such as rivers and streams. Because of the large presence of snow in Skyrim's game world, the technological upgrades were applied to weather effects and allow for dynamic snow fall upon the terrain, instead of snow that was rendered as a textural effect in previous games.The team used Havok's Behavior toolset for character animation, which allows for a greater fluidity between the character's movements of walking, running and sprinting, and also increases the efficiency of the third-person camera option, which had been criticized in Oblivion. The toolset allows interactions between the player and NPCs to take place in real time; in Oblivion, when the player went to interact with an NPC, time would freeze and the camera would zoom in on the NPC's face. In Skyrim, NPCs can move around and make body gestures while conversing with the player. Children are present in the game, and their presence is handled similarly to Fallout 3 in that they cannot be harmed by the player in any way, since depictions of violence involving children in video games are controversial. Skyrim uses the Radiant AI artificial intelligence system that was created for Oblivion, and it has been updated to allow NPCs to "do what they want under extra parameters". The updated system allows for greater interaction between NPCs and their environments; NPCs can perform tasks such as farming, milling, and mining in the game world, and will react to each other.
Audio The team employed Jeremy Soule to compose the music for Skyrim, who previously worked on Morrowind and Oblivion. The game's main theme "Dragonborn" was recorded with a choir of over 30 people singing in the fictional dragon language. Creative director Todd Howard envisioned the theme for Skyrim as The Elder Scrolls theme sung by a choir of barbarians. This became a reality when the idea was passed by Soule, who recorded the 30-man choir and layered three separate recordings to create the effect of 90 voices. Bethesda's concept artist Adam Adamowicz created the Draconic language, and also developed a 34-character runic alphabet for the game. He expanded the lexicon of Draconic as needed; Bruce Nesmith explained that words were introduced to the lexicon every time that the studio "wanted to say something".Bethesda released four audio CDs along with the game on November 11, 2011. The soundtrack to Skyrim is sold via Jeremy Soule's distributor DirectSong, and Soule autographed all physical copies ordered via DirectSong. "Day One" pre-orders from Amazon.de also included a five-track promotional Skyrim soundtrack sampler. A digital version of the soundtrack was released via iTunes on January 31, 2013.The voice-overs in the game included more than 70 actors and over 60,000 lines of dialogue. Casting director and production supervisor Timothy Cubbison worked with Bethesda to evaluate auditions and oversee the recordings. The full cast consisted of three Academy Award nominees and several other high-profile actors including Max von Sydow, Christopher Plummer, Joan Allen, Michael Hogan, and Vladimir Kulich.
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