Guides

Elder Scrolls Oblivion Remastered PC Optimized Settings & Performance Guide

The Elder Scrolls: Oblivion Remastered comes as quite a surprise. Launching nearly two decades after the original, the game was outsourced to a third-party studio. Instead of the Creation Engine or ID Tech, the remake uses the Unreal Engine 5. And we all know about UE5’s problems. Suffice it to say the game runs miserably, requiring frame generation for ray-traced visuals even on the highest-end PCs. Here’s our optimization guide for Elder Scrolls: Oblivion Remastered.

Windows/System Settings to Optimize

  • Enable Resizable BAR.
  • Turn on Game Mode.
  • Enable Hardware-accelerated GPU Scheduling (HAGS) and Windowed Optimizations.
  • Use the Windows “High Performance” power profile and set your GPU power management mode to the same.
  • Overclock your GPU if you’re narrowly missing the 60 FPS mark.
  • Ensure you use the proper XMP/EXPO memory profile (if available).
  • Here’s a guide with more detailed instructions.

Elder Scrolls Oblivion Remastered: PC Specs

Min

  • OS: Windows 10 64-bit
  • CPU: Intel Core i7-6800K
  • Memory: 8 GB
  • GPU: NVIDIA GeForce GTX 1060
  • Storage: 100 GB

Rec

  • OS: Up to Windows 11
  • CPU: Intel Core i5-10600K
  • Memory: 16 GB
  • GPU: NVIDIA GeForce RTX 3070 Ti
  • Storage: 100 GB

Elder Scrolls Oblivion Remastered: GPU Benchmarks

Using quality-mode upscaling and Software Lumen at 1080p, we get:

  • The RTX 3060 hits 40 FPS.
  • The GeForce RTX 4060 Ti averages 54.5 FPS.
  • The RTX 4070 nets 76 FPS.
  • The RTX 4070 Ti pushes 90 FPS.

Hardware Lumen and balanced-mode upscaling produces the following results:

  • The GeForce RTX 4070 averages 61.5 FPS.
  • The RTX 4070 Ti attains 72 FPS.
  • The RTX 5070 Ti and above hover around 90 FPS.

QHD or 1440p eliminates the RTX 3060 and 4060 Ti from the competition. Using Software Lumen and quality-mode upscaling:

  • The RTX 4070 averages 60 FPS.
  • The RTX 4070 Ti hits 70 FPS.
  • The RTX 5070 Ti yields 85 FPS.

Hardware Lumen and balanced-mode upscaling at 1440p:

  • The RTX 4070 nets 52 FPS.
  • The RTX 4070 Ti nears 60 FPS.
  • The RTX 5070 Ti finishes third with 75 FPS.

4K UHD with Software Lumen and balanced-mode upscaling:

  • The RTX 5070 Ti averages 63 FPS.
  • The RTX 4080 Super finishes with 67 FPS.
  • The RTX 4090 tops the chart with 71 FPS.

Hardware Lumen and performance-mode upscaling at 4K:

  • The RTX 5070 Ti averages 59 FPS.
  • The RTX 4080 Super comes second with 61.5 FPS.
  • The RTX 4090 tops with 64 FPS.

Oblivion Remastered: Resolution & Graphics Scaling

The Elder Scrolls: Oblivion Remastered scales well across resolutions. We recorded an average of 37 FPS at 4K, 60 FPS at 1440p, and 80 FPS at 1080p using the ultra quality preset. Like most Unreal Engine 5 titles, the game is completely GPU-bound.

Test Setup

We see massive frame rate deltas between the four graphics presets. The ultra quality preset averages 56.5 FPS at 4K with quality upscaling. Lowering the settings grants the following figures:

  • High: 75 FPS (+33%).
  • Medium: 85 FPS (+50%).
  • Low: 97 FPS (+72%).
  • Ultra+ HW RT: 42.5 FPS (-25%).

Lumen Hardware Ray Tracing

Ray tracing enables Hardware Lumen:

  • Like traditional ray tracing algorithms, it replaces the distance fields with BVH which is rebuilt every frame.
  • Polygon intersection testing offers notable quality upgrades over distance fields.
  • However instead of pixels, it operates on probes, surface cache texels, and tiles.

Hardware Lumen works well with skinned meshes (moving objects), and produces more detailed reflections.

Ray tracing also uses Far Field traces which significantly improves distant lighting. It extends the global illumination and reflection coverage to 1 km from the camera.

Lumen Hardware Ray Tracing drastically improves visual quality, rendering highly detailed and accurate shadows, reflections, and ambient lighting. It’s up to 25% slower than software Lumen, but well worth the hit on high-end PCs

Hardware Lumen RT “Ultra” is only ~3% faster than “Low”

Hardware ray tracing vs. software Lumen:

  • High-quality reflections with more color information and individual mesh detail.
  • Improved global illumination coverage with deeper light transmission, light bleeding, and finer geometry support.
  • Deeper shadows, including intricate ambient shadowing and finer geometry, including foliage and netting.

Global Illumination Quality

Global Illumination sets the lighting quality, including diffuse light, ambient shadows, occlusion, absorption, and reflection. Software Lumen is only 3-5% faster at lower quality than at the ultra option:

  • Ultra uses high-quality mesh distance fields for objects that individually calculate their lighting. This results in improved coverage for foliage, edges, crevices, and other fine geometry.
    • Up to 5% slower.
  • High reduces distance field detail, leading to loss of finer shadows from vegetation, surface intersections, ridges, edges, and crevices.
    • Up to 3% slower.
  • Medium behaves exactly like high, but lowers the intensity and range of light sources. Loss of light bleeding.
    • Up to 3% slower.
  • Low drastically reduces GI coverage and shadow detail. Perhaps uses DFAO and SSAO.
  • Software Lumen: Low disables mesh distance fields in favor of global distance fields. This removes ambient shadows from finer geometry and surface intersections.
    • Only 1-2% faster.

Lumen Explained: Is it Ray Tracing?

Lumen, by default, uses software ray tracing. This implementation includes Screen Tracing, Mesh Distance Fields, and Global Distance Fields, each used on different sections of the scene. The Final Gather is resolved by the Skylight, combining atmospheric and local lighting.

What are distance fields?

Screen Tracing is the first step in the Lumen pipeline.

  • It is conducted against objects in the depth buffer or screen space.
  • It is primarily used for object boundaries and crevices as a higher quality SSAO replacement.
  • Objects missed are served by the distance fields.

Mesh Distance Fields are 3D representations of an object (or set of combined objects).

  • Each point in an MDF stores the nearest distance to an object surface within the volume.
  • This is computed offline, and allows skipping the empty space in the MDF when ray marching.
  • Ray marching is an optimized form of ray tracing used to calculate diffuse lighting.
    • You march along a ray’s path in small steps.
    • At each step, the distance to the closest surface is calculated using an MDF.
  • Shading is applied if a surface is detected in the ray’s proximity.
  • The amount of shading applied depends on the distance to the object.
  • Upon intersection, shadow, diffuse, and reflection rays are cast outwards towards light sources or probes.
Mip-maps: High resolution MDFs for nearer objects, and scaled down variants for the rest

Global Distance Fields are abstract volumes obtained by combining all the MDFs in the scene.

  • The result is a bare-bones geometrical representation with minimal per-object detail.
  • The GDFs are used for large-scale or “global” lighting.
  • GDFs are cached and updated only when required.

Surface Cache forms Lumen’s backbone:

  • It stores the material and lighting data for various surface points, called cards.
  • Upon intersection (see SDFs), the lighting at a point is referenced from this cache.
  • It is calculated, cached, and updated gradually over frames.
Up to 12 cards per mesh/object

Indirect Lighting is calculated using light probes placed in the scene. The distribution is scant (1 per 4×4 tile). For each texel, data is interpolated from the four closest probes and from previous frames.

The Final Gather backs the software ray-tracing results. It is based on the Screen Space Radiance Cache.

  • It uses screen probes that are placed on pixels (screen space).
  • Screen Space Radiance probes operate at 1/16 the resolution.
  • Their results are interpolated spatially and temporally.
  • Using importance sampling, the lighting from the previous Screen Radiance Cache is reprojected into the current frame.
  • The Cache indexes the direction and the position of each frame’s rays, assisting temporal reprojection.
  • When it fails, the World Space Cache is used.

A separate, low-resolution World Radiance Cache is used for distant lighting.

  • They are placed in world space and operate at 1/256 the resolution.
  • They utilize temporal acumulation with gradual updation.
  • The World Space Radiance Cache has higher directional resolution but lower spatial resolution.
  • It works well in situations where all of the lighting in a room is coming from a small distant window.
  • The Screen Space probe rays are shorter, falling back to the World Space Cache upon misses.

Areas with detailed geometry use a denser probe grid, and ambient occlusion is added to the temporally sampled lighting for a refined result.

Light tracing is optimized by prioritizing sections with luminance in the last frame.

Lumen Hardware Ray Tracing improves GI coverage by lighting foliage, cracks, crevices, and increasing light travel distance. This improves soft shadows, light bleeding, and illumination of inter-object gaps.

  • Hardware Lumen is 20-25% slower than software Lumen.
  • High-quality GI option is 5% faster than ultra.
  • Medium and lower perform the same.
  • Hardware RT quality primarily sets the light travel distance and intensity.
    • This affects light bleeding and shadow depth.

Reflection Quality

Reflection Quality sets the reflection range and the surfaces capable of casting them. Software Lumen renders bland, mostly black-white reflections that make the game ~5% slower.

  • High slightly reduces reflection coverage.
  • Medium and below disable most glossy reflections.
  • SW RT Low reduces reflection detail.

Hardware RT renders highly detailed and vibrant reflections. The highest quality option is up to 8% slower than the lower options.

  • This is on top of the 20-25% hit incurred by enabling Hardware RT.
  • Lowering HW RT quality reduces the reflection LOD.

Unless you’re using the medium or low quality option, be sure to disable screen space reflections to eliminate reflection artifacts.

Shadow Quality

Elder Scrolls: Oblivion Remastered uses Virtual Shadows that are quite taxing. The ultra-quality option is up to 20% slower than the lower options. The lower quality options include:

  • High slightly reduces the shadow map resolution.
    • It’s 16% faster than ultra and 6% slower than low.
  • Medium further reduces the resolution and disables most ambient shadows.
    • It’s 3% faster than high and 3% slower than low.
  • Low reduces map resolution to the lowest and disables shadow fog.
  • The console command “r.Shadow.Virtual.Enable 0” disabled virtual shadows in favor of traditional shadows, granting a 5-6% FPS boost.

Shadow Map Ray Tracing involves intersection testing against the virtual shadow map instead of actual geometry.

  • Shadow rays are cast from the from the surface towards the light source.
  • Along them, numerous samples are projected and tested against the shadow maps to produce soft shadowing and contact hardening.
  • The shadow ray distribution is based on the light radius or angle.

Hardware RT improves shadow quality by improving coverage for micro-geometry like foliage and vegetation. It also makes the silhouettes darker and more defined. In Hardware RT mode:

  • Ultra is up to 12% slower than the lower-quality shadow options.

Foliage & View Distance

Foliage Quality sets the LOD, and the density of grass, bushes, flowers, and other foliage. Reducing it can grant a 7-8% performance boost at the cost of repetitive foliage and increased pop-ins.

  • High and Medium (+4-5%) mostly reduce the foliage density.
  • Low disables shrubs and bushes.

View Distance adjusts the render distance of in-game geometry. Like most Nanite-powered games, lowering it barely impacts performance.

Nanite is among the core highlights of Unreal Engine 5. It has allowed for an unprecedented increase in geometric detail without unrealistic polygon counts or memory budgets. This is achieved by adopting cluster-based LOD scaling.

Cluster groups of varying detail are generated for every mesh + Different mesh parts are also rendered at different LODs

The viewing angle or viewport determines the LOD to ensure that the highest perceptible detail is rendered for each part of the mesh. This involves using high-resolution cluster groups for some in-focus and low-resolution groups for distant or partially visible objects.

The LOD changes with the viewport. The updated cluster groups are streamed in and out of storage in real time.

The screen resolution is also used to determine the LOD as the subtlest details are often lost on small or low-resolution displays. These minute triangles are culled to save resources without a (noticeable) loss in detail.

Nanite pre-calculates all the cluster LOD hierarchies beforehand, storing them in the memory. The GPU accesses this data using DMA (Direct Memory Access) to avoid pipeline stalls or pop-ups.

Effects & Post Processing Quality

Effects Quality adjusts multiple parameters, including material quality (mainly terrain), detail (trees), material blending, and other special effects. It dramatically impacts the game’s performance, lowering the average by up to 10%:

  • High primarily reduces vegetation detail: 5% faster.
  • Medium reduces material and blending quality: 8% faster.
  • Low further reduces vegetation detail: 10% faster.

Post Processing enables various late-stage shaders, including bloom, blur effects, tonemapping, adaptation, ambient occlusion, etc. Most of these effects are disabled at medium or low. The performance impact varies from 2-4%.

Hair & Cloth Quality

Oblivion Remastered uses a mix of planar mesh and hair strands for character heads. However, lowering the quality barely impacts the visuals or the performance. You only get slightly blurrier textures.

Cloth Quality sets the physics quality of certain cloth meshes, affecting the amount of movement possible. You can leave it at the highest quality option unless you have an old CPU.

Upscaling & Frame Generation

Upscaling grants massive performance boosts in GPU-bound titles like Oblivion Remastered. The DLSS quality preset is 60% faster than native 4K, while performance mode extends it to a whopping 97%. However, the game uses DLSS 3.7 by default. Upgrade it to DLSS 4 using our guide.

Frame Generation is a given if you plan to use hardware ray tracing. Fortunately, it is available with DLSS and FSR. It massively improves frame rates, yielding a 60-80% FPS boost on our setup at 4K.

Elder Scrolls Oblivion Remastered: VRAM Usage

Elder Scrolls Oblivion Remastered uses up to 13 GB of graphics memory at 4K “Ultra.” Stepping down to 1440p brings it below 10 GB, while 1080p utilizes up to 9 GB.

Hardware RT reduces the VRAM usage by 500-1000 MB, as does decreasing the graphics quality to high. Unfortunately, this is another UE5 game that demands at least 10 GB of graphics memory.

Elder Scrolls Oblivion Remastered: Performance Summary

  • Hardware Ray Tracing: Unless you have a powerful GPU and plan to use frame generation, leave this disabled for a 25% performance boost.
  • Global Illumination: Reduce this to high-quality for a 5-10% FPS bump.
  • Shadow Quality: Lower it to high-quality for a 16% improvement.
  • Effects Quality: If you’re still lacking, reduce this to high-quality for a 4-5% increase.

Elder Scrolls Oblivion Remastered: PC Optimized Settings

High-endMidrangeLow-end PC
Resolution3840×2160 (4K)2560×1440 (1440p)1920×1080 (1080p)
FPS Target75-90 FPS60 FPS60 FPS
View DistanceUltraUltraUltra
Effects QualityUltraHighHigh
Foliage QualityUltraUltraUltra
Shadow QualityUltraHighHigh
Global IlluminationUltraUltraUltra
Texture QualityUltraUltraUltra
Reflection QualityUltraUltraUltra
Post ProcessingUltraUltraUltra
Hair QualityUltraUltraUltra
Cloth QualityUltraUltraUltra
Lumen Hardware RTOnOnOff
Lumen Hardware RT ModeUltraUltra
Lumen Software RT QualityHigh
UpscalingDLSS BalancedDLSS BalancedDLSS Balanced
Frame GenerationOnOnOn
High-end (4K)Mid-range (1440p)Low-end (1080p)
CPUCore i7-13700K|Ryzen 7 7700XCore i5-12600K|Ryzen 5 7600 Core i5-12400
AMD Ryzen 5 3600
GPUGeForce RTX 4080 SuperGeForce RTX 4070 SuperRTX 3060|RTX 4060
Memory32GB (dual-channel)16GB (dual-channel)Less than: 16GB (dual-channel)

RTX 4090RTX 4080 SRTX 4070 TiRTX 4070 SRTX 4070
Resolution4K4K4K1440p1440p
FPS Target60 FPS60 FPS60 FPS60 FPS60 FPS
View DistanceUltraUltraUltraUltraUltra
Effects QualityUltraUltraHighUltraHigh
Foliage QualityUltraUltraUltraUltraUltra
Shadow QualityUltraUltraUltraUltraUltra
Global IlluminationUltraUltraUltraUltraUltra
Texture QualityUltraUltraUltraUltraUltra
Reflection QualityUltraUltraUltraUltraUltra
Post ProcessingUltraUltraUltraUltraUltra
Hair QualityUltraUltraUltraUltraUltra
Cloth QualityUltraUltraUltraUltraUltra
Lumen Hardware RTOnOnOnOnOn
Lumen Hardware RT ModeUltraUltraUltraUltraUltra
Lumen Software RT Quality
Upscaling (DLSS)QualityPerformancePerformanceBalancedBalanced
Frame GenerationOnOnOnOnOn

Elder Scrolls Oblivion Remastered: Settings for Low-end PC

Here’s a link to our guide for budget and low-end PCs.

Use DLSS 4 with FSR 3-based Frame Generation

  • Upgrade to DLSS 4 using our guide. Should be a straightforward switch from the NVIDIA app after the latest drive update.
  • Download the Universal version of the Nexus mod.
  • Copy the files from the dll_version folder to:
  • Gamepass: XboxGames\The Elder Scrolls IV- Oblivion Remastered\Content\OblivionRemastered\Binaries\WinGDK
  • Steam: Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Binaries\Win64
RTX 3060RTX 3060 TiRTX 4060
Resolution1920×1080 (1080p)1920×1080 (1080p)1920×1080 (1080p)
FPS Target60 FPS60 FPS60 FPS
View DistanceUltraUltraUltra
Effects QualityUltraHighUltra
Foliage QualityUltraUltraUltra
Shadow QualityUltraHighUltra
Global IlluminationUltraUltraUltra
Texture QualityUltraUltraUltra
Reflection QualityUltraUltraUltra
Post ProcessingUltraUltraUltra
Hair QualityUltraUltraUltra
Cloth QualityUltraUltraUltra
Lumen Hardware RTOnOnOff
Lumen Hardware RT ModeUltraUltraUltra
Lumen Software RT Quality
UpscalingDLSS BalancedDLSS QualityDLSS Balanced
Frame GenerationOnOnOn
Reduce Shadow and Effects Quality to “High” in case of FPS drops.

Areej Syed

Processors, PC gaming, and the past. I have been writing about computer hardware for over seven years with more than 5000 published articles. Started off during engineering college and haven't stopped since. Find me at HardwareTimes and PC Opset.
Back to top button