Skip to main content
  1. Home
  2. Gaming
  3. Computing
  4. News

Digital Trends may earn a commission when you buy through links on our site. Why trust us?

Bethesda spoils Creation Engine improvements ahead of Fallout 4 launch

Add as a preferred source on Google

In an official dev blog post composed by Bethesda Game Studios, the Fallout 4 developer described today its improvements to the Creation Engine since the release of Skyrim in 2011.

Because its “tech team,” the developer explains, “is closely aligned with the art team,” it was able to devise features based on specific art and performance goals that each team wanted to achieve. Of these features is a physically based deferred renderer. With this, Bethesda was able to make both objects and inhabitants of the post-apocalyptic world feel “tactile and grounded.” The way metal reflects light, for example, should be different from wood.

Recommended Videos

Then, to create volumetric light, or “god rays,” Bethesda worked with Nvidia to make the world feel more alive. Notably, Bethesda has retained close relations with Nvidia ever since the graphics company aided in the development of the water effects in The Elder Scrolls III: Morrowind, which released in 2002. Volumetric light, which Bethesda describes as “spilling across the scene,” is heavily reliant on the GPU’s hardware tessellation. Put simply, it adds extra depth to the atmosphere.

Thanks to the material system, when rain falls, the world’s surface is realistically wetted. Likewise, the new cloth simulation system lets flowing objects like cloth, hair, and vegetation blow around in the wind as they would in real life.

And, since the player can travel around freely, regardless of time or place, there have been dynamic post-process techniques put into place solely to improve the color vibrancy of particular sceneries for what Bethesda says is “maximum emotional impact.”

That’s not all that’s been improved, however, as Bethesda has released a complete list of technical upgrades to its Creation Engine as denoted below:

  • Tiled Deferred Lighting
  • Temporal Anti-Aliasing
  • Screen Space Reflections
  • Bokeh Depth of Field
  • Screen Space Ambient Occlusion
  • Height Fog
  • Motion Blur
  • Filmic Tonemapping
  • Custom Skin and Hair Shading
  • Dynamic Dismemberment using Hardware Tessellation
  • Volumetric Lighting
  • Gamma Correct Physically Based Shading

Best of all, whether you’re playing on PC, Xbox One, or PS4, all of these features will be present when Fallout 4 launches next Tuesday.

Available at: Amazon | Microsoft

Gabe Carey
A freelancer for Digital Trends, Gabe Carey has been covering the intersection of video games and technology since he was 16…
Epic is throwing $50,000 for vibe-code games. What could possibly go wrong?
Epic is rewarding vibe-coded games with real money
Epic MegaJam 2026

Epic Games has just announced the 2026 Epic AI MegaJam, which is looking to see how much game development can be squeezed into a very short window. This is running from November 12 through November 15.

Participants can work alone or in teams of up to five people, build in Unreal Engine or Unreal Editor for Fortnite, and bring along “as many AI agents as you want.” Epic explicitly encourages coding agents, AI-generated assets, audio tools, writing tools, and other AI systems. The official event page literally says "Vibe your way to $50k.”

Read more
Monster Hunter Outlanders arrives on Android and iOS next week with four-player co-op
The free-to-play spin-off launches October 29 with open-world exploration, mobile-focused combat, and a building system.
Monster Hunter Outlanders poster

It’s turning into a pretty good time to be a Monster Hunter fan who plays on a phone. Capcom has confirmed that Monster Hunter Outlanders will launch on Android and iOS on October 29, giving the series a new mobile-first game just as Monster Hunter Rise is also preparing to make the jump to smartphones through Netflix.

Outlanders is being developed by Tencent subsidiary TiMi Studio Group under license and supervision from Capcom. Unlike Rise, which appears to be the full console and PC game adapted for mobile, Outlanders is a free-to-play survival hunting game made specifically for phones.

Read more
Phantom Blade Zero makes me think Sony might have a point about going all digital
Physical games still matter, but when the disc isn't a complete copy of the game, the argument for keeping it becomes harder to make.
Phantom Blade Zero Featured Image

I'm a big supporter of physical games. There's something satisfying about owning a disc, lending it to a friend, or grabbing a bargain without waiting for a digital storefront to approve the price. But Phantom Blade Zero has me questioning one of the biggest arguments in the physical-versus-digital debate. The game's digital version launches on October 29, 2026, while its physical PS5 editions, including Standard, Deluxe, and Ultimate versions, won't arrive until 2027.

And there's another wrinkle: the digital version reportedly needs up to 134GB of storage, raising questions about how much of the game can actually fit on a standard Blu-ray disc. A standard PS5 Ultra HD Blu-ray disc maxes out at 100GB, so Phantom Blade Zero may need to ship across multiple discs or require players to download additional data to finish installing it. Either way, the idea of popping in a disc and having the complete game ready to play gets a little murkier.

Read more