I do, however, believe that modders will once more prove that they can push the limits of Skyrim to a whole new level if it truly runs on the Fallout 4's engine given a couple of months after the release of the Special Edition (and probably almost as soon as the SKSE is updated to run on that version, which about 90% of the best and most complex mods out there completely depend on). We'll see soon enough anyway, only 9 days to go to find out how much (or how little) it actually changed. On some modding forums the one thing I keep reading the most about is concerning the lightning and shadows upgrades, that they are supposedly VERY significant for Skyrim because the default (current) version of Skyrim just can't feasibly do what the Special Edition is advertising that not even the best modders out there were ever able to truly "upgrade" the lightning and shadows system of the game (which the Special Edition does, thanks to features that the new CE version it's running on has).
What I do know is that Fallout 4 runs on a version of the CE that's fully "physics-based" (to employ the words used during its last year's E3 reveal).Īnd I don't know how much of that "physics-based" portion of the engine the Skyrim Special Edition will benefit from, but it does seem to have received a lot of upgrades to allow the new features (and graphics enhancements) that it now has (in the Special Edition I mean). Maybe it won't have all the benefits that Fallout 4 itself has since that one was built with that new version of the engine from the start while Skyrim is sort of "ported" to that version, I suppose at least to some degree. From what I've read around it's essentially running on Fallout 4's version of the Creation Engine.