I think it's also worth noting how meaningless "not believable" as a criticism is in role playing games. After all, Minotaurs don't exist in the real world. Immersion relies on suspension of disbelief and is required for almost all RPGs.
That is a non-sequitur.
When people say the game or its world is 'not believable", they're not saying "hurr, there's minotaurs in here!"
What they're saying is that the game has failed to present adequate verisimilitude for its own world inside the context of its own world.
This can be for any number of reasons, from the characters being too dumb to live, contrived plots that ignore the excruciatingly obvious, a setting that makes no goddamn sense in the context of the universe.
In essence its a complaint about there being a (large?) number of things that go out of its way to shatter the immersion and the suspension of disbelief.
Most things cast shadows. Buildings and objects don't, maybe large landscape objects don't either, but trees and grass do. Many of the objects that don't cast shadows have permanent shadows instead, which aren't very dynamic but it's still a shadow nonetheless. So to say that hardly anything cast shadows in Oblivion is just wrong, and while Oblivion doesn't cast as many shadows the ones that are cast are significantly better than vanilla Skyrim (I don't know anything about Special Edition).
In Oblivion if you walk around with a torch at night actor shadows will rotate based on your position, which I don't remember being in Skyrim. If it took the Special Edition to make half-decent shadows for a game that came out 5 years after Oblivion then that's kinda sad.
Let's go over this VD style.
No they don't, and you disprove your own point in the very same sentence.
Buildings and objects don't
Correct, they don't.
This includes, sun, braziers, lamps, and your own torches and spells.
maybe large landscape objects don't either
Landscape doesn't cast shadows, period, and neither do any of the objects on it.
This includes, sun, braziers, lamps, and your own torches and spells.
Trees don't cast shadows either, at least not proper ones.
Bethesda did do 'canopy shadows', but these are just your standard animated decal applied to the ground, the principle behind it is the exact same as drawing water caustics in Quake.
You have a series of textures that simulate a bit of animation, and you just cycle through these; Bethesda just tiled these under the trees, I don't know if the blending information was hand painted by artists or dynamically generated based on tree proximity.
Either way, these aren't shadows; but it's a pretty neat little trick and gets some pretty good results, despite being fake.
Grass doesn't cast shadows, but it's perfectly happy to interact with the above canopy shadows.
With that said, as far as light sources go, grass didn't interact with any apart from ambient/sun lighting, which is irritating at night because you're walking on normally lit ground with completely unlit grass.
Many of the objects that don't cast shadows have permanent shadows instead, which aren't very dynamic but it's still a shadow nonetheless
Sort of.
Bethesda used two techniques for adding "shadows" to furniture, locations and things
1) They painted the world itself darker, if you've ever encountered regular geometry that stays completely dark despite what you throw at it, this is why.
2) they put polygons in the model itself that stetches a blob shadow underneath the object.
But ultimately, neither of these are shadows.
So to say that hardly anything cast shadows in Oblivion is just wrong
It's actually completely accurate, because the ONLY THING, and I mean the ONLY THING that casted ANY shadows what so ever, were Actors (NPC, your character, and monsters)
Everything else just uses directional shading.
and while Oblivion doesn't cast as many shadows the ones that are cast are significantly better than vanilla Skyrim (I don't know anything about Special Edition)
Skyrim has much better lighting, shadows, and shading, period, on account of actually having a proper lighting model that doesn't make Quake's lightmaps look technologically advanced.
Things actually get illuminated properly; the entire world and everything in it cast shadows; things don't stay super dark because the artists had painted it that way, etc.
I will concede that Skyrim's lighting model can produce some really harsh results, particularly if you're near a bright light source with absolutely no ambient lighting whatsoever.
In Oblivion if you walk around with a torch at night actor shadows will rotate based on your position
I see no reason skyrim can't do this; I'm sure there's a mod that can move the light's origin in front of you so that your viewing angle impacts it.
If it took the Special Edition to make half-decent shadows for a game that came out 5 years after Oblivion then that's kinda sad.
As far as I'm aware, Special edition just added a stronger blur effect on the shadowmap.
The blotchiness is kind of an artefact of how shadowmaps work.
Imagine you have a single texture, and for each pixel, you're calculating its offset in the world, and then tracing from this 'texel' to the light source to see if the light affects it, and you basically collect all the 'nos' in this texture.
This texture is pretty coarse, and in the absence of actual anti-aliasing (I don't think the texture format allows it), blurring is a fairly cheap standin for it with decent results.
It doesn't really bother me because I prefer the actual working lighting model to the alternative.