With the change to B2P and a general lack of development from ZOS, I realize changes to existing zones are about as likely as meeting a flesh-and-blood Dwemer in a Wayrest tavern. Nevertheless, I wanted to give some feedback on the aesthetics of different zones, so that maybe some of it will find its way into future content.
Warning: Lots of images in the spoiler tags below!
Daggerfall CovenantGlenumbra
The Daenia forests show one of the weakest aspects of ESO's graphics: Trees. The trunks are incredibly simple, and the foliage lacks a lot of detail compared to the rest of the world. Most are also incredibly huge and spread out quite far, which doesn't give the impression of a forest but rather some sort of plantation. Of course, compromises have to be made for performance, and trees are often the first choice for this, but it's also one of the areas improvements would benefit ESO's look the most.
Where Glenumbra shines are moody moors with ambient fog. In general, such secondary weather affects improve a scenery a lot.
Stormhaven
Stormhaven improves a bit on Glenumbra with more varied lower vegetation, but suffers from sparse trees as well.
Additionally, it makes heavier use of rocks and mountains in its aesthetics, which are ESO's second weakest point in my opinion. The shape is often not very natural, and low-resolution textures only add to the problem. Stormhaven's stronger point are the Breton and Ayleid ruins, which could be made more prominent by reducing trees in height and instead increase their density.
Rivenspire
Easily one of my favourite zones, even though it relies heavily on both aforementioned weak points: Trees and mountains. While distant mountains are just as bad as in other zones, they are often shrouded in dusty mists, which enhances the atmosphere of the area.
Trees in Rivenspire are improved simply by omitting foliage. In turn, their detail is increased (branches as well as hanging moss), which is further enhanced by their unusual shapes.
Alik'r Desert
Also one of my favourite zones, as it creates an impactful atmosphere without much to work with. Ancient ruins and rock formations frame a dry desert, warm gusts of wind blowing sand here and there among sparse oases of palm trees and gnarly desert trees. Again, these secondary weather effects add a lot to the scenery. Perhaps they could be accompanied by a fata morgana now and then?
Undoubatbly, the palms and desert trees are also much better than the deciduous trees fo Glenumbra and Stormhaven. Their level of detail is appropriate to their size.
Bangkorai
Further improving on the lower vegetation of Stormhaven while still carrying the burden of low-detail trees. Again, the atmosphere is improved by misty weather effects in northern Bangkorai.
Southern Bangkorai has the strengths of the Alik'r and further improves the lower vegetation, both in variety and detail. The larger rock formations are sometimes a bit odd, but the smaller ones contribute a lot to the feel of the area.
Aldmeri DominionAuridon
Auridon has to be my least favourite zone, for similar reasons mentioned before. The large green trees are horrendous to look at, and the lower vegetation doesn't make up for it with variety or density. The lack of atmospheric fog or weather effects also makes this zone feel very stale.
The best part are the smaller, colorful trees. Places like the isle of contemplation are almost beautiful!
Grahtwood
You might think I wouldn't like Grahtwood, as it is almost nothing but trees, but in Valenwood, they work remarkably well. While in previous zones, smaller trees looked better because of their higher level of detail, the huge size actually works in the Graht Oak's favor. The low-detail foliage is out of sight for the most part, and the canopy creates a web of shadows on the forest ground that greatly contributes to the scenery.
The lower vegetation is also very varied, and works together with larger trees to hide the often low-poly rock formations.
Greenshade
Greenshade takes a small step back from Grahtwood, as it spreads the trees out some more and reduces their height. This also makes the low quality rock formations which dot the landscape more visible.
This images shows a scenery done really well: The trees are varied in size and shape, the foliage creates a dense canopy that casts a shadow on the ground, where different lower vegetation - younger trees, fern, flowers - and mer-made objects create a great level of detail.
Malabal Tor
Malabal Tor does what Grahtwood does best and improves upon it with atmospheric fog, creating the image of a lush and swampy forest.
I wouldn't change a thing about it conceptually, but it would benefit from higher-detail foliage as well.
Reaper's March
Although it's a very dry zone as well, Reaper's March doesn't feel quite as atmospheric as the Alik'r.
The understandable short grass and sparse rocks aside, Reaper's March would benefit greatly from additional weather and atmospheric effects, such as blown-up sand, flickering hot air or tumbleweed.
Ebonheart PactStonefalls
Without a doubt one of, if not the best zone in the game. The trees come with naturally little foliage, and are often replaced by giant mushrooms. On all scales, the vegetation is varied and detailed. The rock formations remain a weak point, but are also very reminiscent of TES3.
But where Stonefalls really shines are the atmospheric weather effects. Ash storms between ragged mountains create a dynamic distant fog, ash and sparks from the volcanoes tumble through the air.
Just one more because it's so nice.
Deshaan
Deshaan keeps some level of dusty fog, which helps to hide its weak aspects of large, sparse trees and low-detail rocks.
However, the alien and varied vegetaion also contribute a lot to the zone's atmosphere, even when the polygon-count is low.
Shadowfen
In many areas, Shadowfen feels the most like a real forest. Here the vegetation is quite dense, trees of different height and shape cast shadows on the swampy ground. The density is enhanced by the low view distance due to atmospheric fog.
This creates the illusion of actually being lost in a dangerous swamp; additionally, the low quality foliage is hidden behind fog or hard contrasts.
The already great level of detail on the ground is enhanced even more by water reflections, which almost gives Shadowfen and unfair advantage compared to other zones. Overall it's just really well done.
Eastmarch
Eastmarch is a mixed bag. The volcanic tundra has the strong points of Stonefalls and Shadowfen, due to its atmospheric fog and water. The trees are varied, foliage is either absent or hidden in the fog; against the sun, they stand in sharp contrast as silhouettes, enhancing the mood greatly.
Problems show in the "green" areas, where sparse large pine trees stand between low-quality rock formations. ESO's weakest points are combined here with little to make up for it.
This is one of the better green areas, showing more varied lower vegetation and denser trees - although they could still be reduced in height and increased in density.
While snowy areas don't have better trees, the snow adds a better level of detail to textures, and some blown-up gusts of snow add to atmospheric effects.
The Rift
The Rift looks great in areas with dense, low-height vegetation, especially birch trees. In these parts, the atmosphere is very reminiscent of TES5, not in small part due to distant fog of a certain hue.
Where the Rift struggles is in areas with larger, more sparse trees and open spaces without a lot of detail on the ground.
And this not only concludes the Rift, but our little tour through Tamriel!
In summary:
- Medium to large sized trees with a lot of foliage are a weak point in ESO's graphics. This could be improved by either better models (hard) or using smaller trees where appropriate.
- Forest areas often are not very dense. Larger, dense groups of small trees are much more aesthetically pleasing and realistic than areas with sparse vegetation of large, low-quality trees. Small-scale, detailed areas with varied vegetation are ESO's strong point.
- Rock formations and especially mountains have a very disappointing quality, both in polygon count and texture placement.
- Weather and atmospheric effects - gusts of sand and snow, ash, fog, mists - add a lot to the atmosphere of an area, but are lacking in most places. This creates a sharp contrast in quality to where those features are present.
- Additionally, large-scale weather effects and cloud textures could be improved, for a great effect without any change on individual zones.
That ZOS is capable of creating everything mentioned here is evident in numerous areas of the game - this is not a simple call to "try harder". So I want to end this little tour with an, in my opinion, exceptionally great location - the veteran City of Ash - and contrast it with a similar, but visually weak area - High Hrothgar.
This is a fantastic mountain.
Cloud textures are very high quality, with numerous weather effects in the sky itself and in the air, such as flying ash and sparks. Fog creates an illusion of distance in the mountain range, which has textures fitting to its shape and appears as a contrasting silhouette where textures are not clearly visible. The shape of the prominent mountain has jagged as well as smooth parts, and it is illuminated dynamically depending on the light coming from the sky.
This is a disgrace for The Throat of the World.
Cloud texture is very low quality, there is almost no fogging except for a small blue tint - which is fine and realistic in certain circumstances, but doesn't help a lot to create an illusion of distance. The mountain range is shaped oddly and unnatural in several places, consisting of jagged rock towers. The textures on the rock formations in the front are not placed with their shape in mind, resulting in horizontal strata across the whole mountain - which could happen in nature, but look misplaced in this instance due to the shape of the mountain. The mountains in the back lack any detailed texture whatsoever.
Save travels!