Uploaded November 2023 | Updated September 2026, 3 weeks ago
Haven’t done one of these in a while – since 5.1 around eight months ago – so here we go with Unreal Engine 5.3.2!
If you’re new here, this was a type of test-bench scene I was doing back in the Early Access phase of Unreal Engine 5 a couple of years ago – mostly with the aim of testing out the different new features that UE5 had to offer and then later on, figuring out what had changed or which bugs had been fixed which each new version of the engine.
Plus, you know, I’ve just grown quite fond of these little setups!
Onto the technical details: translucency is still probably one of the biggest weaknesses of UE5 in terms of visuals – although that has a lot to do with the deferred rendering that UE uses overall. This scene was NOT using RTX translucency – just Lumen for GI and reflections – and it doesn't look half bad for the glass… RTX translucency of course, doesn’t quite play well with both Nanite and Lumen, leading to visual artefacts (see the previous video in this series for more details). Still some Lumen flicker in tricky lighting conditions though...
Overall, I have noticed that performance seems to have increased between 5.1 and 5.3, and some of the flickering caused by TSR seems to have been significantly lessened.
Also this scene was rendered out in 60fps! I haven’t done many scenes with 60fps – it can tend to have that overly smooth ‘soap-opera’ effect, but I think I works for certain scenes, especially with fast moving objects like the rain drops...
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If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
*
Music courtesy of Epidemic Sound.
Hanna Lindgren - 'Imaginary Answer'.
***
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#vivarium #UE5 #UnrealEngine5
Haven’t done one of these in a while – since 5.1 around eight months ago – so here we go with Unreal Engine 5.3.2!
If you’re new here, this was a type of test-bench scene I was doing back in the Early Access phase of Unreal Engine 5 a couple of years ago – mostly with the aim of testing out the different new features that UE5 had to offer and then later on, figuring out what had changed or which bugs had been fixed which each new version of the engine.
Plus, you know, I’ve just grown quite fond of these little setups!
Onto the technical details: translucency is still probably one of the biggest weaknesses of UE5 in terms of visuals – although that has a lot to do with the deferred rendering that UE uses overall. This scene was NOT using RTX translucency – just Lumen for GI and reflections – and it doesn't look half bad for the glass… RTX translucency of course, doesn’t quite play well with both Nanite and Lumen, leading to visual artefacts (see the previous video in this series for more details). Still some Lumen flicker in tricky lighting conditions though...
Overall, I have noticed that performance seems to have increased between 5.1 and 5.3, and some of the flickering caused by TSR seems to have been significantly lessened.
Also this scene was rendered out in 60fps! I haven’t done many scenes with 60fps – it can tend to have that overly smooth ‘soap-opera’ effect, but I think I works for certain scenes, especially with fast moving objects like the rain drops...
*
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
*
Music courtesy of Epidemic Sound.
Hanna Lindgren - 'Imaginary Answer'.
***
FOLLOW ME:
Instagram: instagram.com/lion_towers3d
Artstation: artstation.com/l_torres
Behance: behance.net/l_torres
#vivarium #UE5 #UnrealEngine5


![The Lore-Accurate Size of Bravil: Oblivion in UNREAL ENGINE 5! [4K]
Part of an ongoing project to visualise a more realistic and lore-accurate scale to Tamriel – so here’s Bravil – now with sixteen times the detail!
Bravil always had that run-down, pirate-den charm to it with a Venetian twist. But, you know – in a swamp.
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If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
Rendered out in Unreal Engine 5.6.1 on an RTX 3090. Using a mix of third-party models and custom assets modelled and textured in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections. TSR was used for all anti-aliasing.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
Music courtesy of Epidemic Sound.
Soundtrack: ‘Uncharted Land’ – Helmut Schenker.
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#UE5 #Oblivion #elderscrolls The Lore-Accurate Size of Bravil: Oblivion in UNREAL ENGINE 5! [4K]](https://i.ytimg.com/vi/TkWrCEP6BCw/mqdefault.jpg)
![The True Scale of Tamriel: Skyrim, Oblivion & Morrowind in UE5 | 1 Hour Definitive Edition [4K]
A mega-cut of the cinematics from my Lore-Accurate Tamriel project, compiled together for easy viewing. This project has spanned almost four years and covers various cities, towns and locations from the provinces of Skyrim, Morrowind and Cyrodiil to give an idea of their real, lore-accurate scales, removed from gameplay and technical limitations.
From the frozen tundras of Skyrim, to the lush, fertile heartlands of Cyrodiil, to the strange and otherworldly landscapes of Vvardenfell in Morrowind – take a digital tour around a lore-accurate Tamriel!
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If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
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Built and rendered out in Unreal Engine 5.2 - 5.8 on an RTX 3060ti - 3090. Using a mix of third-party models and custom assets modelled and textured in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections, Megalights for lighting.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
Music courtesy of Epidemic Sound. (See original videos for soundtrack titles!)
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Artstation: https://www.artstation.com/l_torres
#skyrim #elderscrolls #morrowind
0:00 – Blackreach
1:06 – Imperial City
2:34 – Forgotten Vale
3:55 – High Hrothgar
5:13 – Helgen
6:22 – Ald’ruhn
8:29 – Cheydinhal
9:55 – Dawnstar
11:19 – Anvil
13:03 – Morthal
14:35 – Windhelm
16:39 – Balmora
18:11 – Bravil
20:06 – Kvatch
22:21 – Riverwood
23:34 – Sadrith Mora
24:59 – Falkreath
26:14 – Dragon Bridge
29:21 – Chorrol
31:51 – Winterhold
34:49 – Bruma
36:40 – Ivarstead
38:43 – Skingrad
42:09 – Rorikstead
44:08 – Leyawiin
46:52 – Solitude
49:31 – Markarth
50:53 – Riften
52:34 – Vivec City
56:59 – Whiterun
58:58 – Sovngarde The True Scale of Tamriel: Skyrim, Oblivion & Morrowind in UE5 | 1 Hour Definitive Edition [4K]](https://i.ytimg.com/vi/TnmyZVrClqg/mqdefault.jpg)






![Skyrim’s Towns are BIGGER than You Think! Lore-Accurate Scale in UE5 [4K]
An appendix of the stragglers from my lore-accurate Skyrim video series, compiled together for easy viewing! Part of an ongoing project to visualise a more realistic and lore-accurate size to Tamriels cities, removed from gameplay and technical restrictions. Timestamps below.
This was me going back through the drafts and finishing some videos that I started ages ago, but eventually abandoned because they were either too small or too obscure and didn’t make sense to do a video on each – but some were kinda interesting and (surprisingly) I did get a few specific requests to do some of these, so here you go!
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If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
Rendered out in Unreal Engine 5.6-5.7.2 on an RTX 3090. Using a mix of third-party models and custom assets modelled and textured in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections. TAA was used for anti-aliasing.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
Music courtesy of Epidemic Sound. (See original videos for soundtrack titles!)
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FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres
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#UE5 #Skyrim
0:00 – Rorikstead
1:58 – Forgotten Vale
3:19 – Ivarstead
5:22 – Karthwasten
6:52 – Dragon Bridge Skyrim’s Towns are BIGGER than You Think! Lore-Accurate Scale in UE5 [4K]](https://i.ytimg.com/vi/WIEEV1ctioQ/mqdefault.jpg)