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Unreal Engine 5.1 Preview is released

Unreal Engine 5.1 Preview is released

PR 2022-10-07 12:58 article  > All

Not a final version, but improvements list is massive!

Lumen improvements in Unreal 5.1 include:

  • Improved performance optimizations in High scalability mode with the goal of achieving 60 fps on consoles
  • Improved support for foliage
  • Reflections on Single Layer Water
  • Support for high-quality mirror reflections on translucent surfaces
  • Support for nDisplay (SWRT and HWRT)
  • Initial support for split-screen (SWRT only); performance characteristics still TBD
  • Experimental: Hardware Ray Tracing (HWRT) in Vulkan - Surface cache lighting only, no support yet for Hit Lighting
  • Many stability, quality, and bug fixes

 

 

 

The Path Tracer continues to add support for more engine features, including:

  • Exponential Height Fog and Sky Atmosphere Fog
  • Decals
  • Single Layer Water
  • Per-instance custom data
  • Light functions
  • Multi-GPU rendering

Nanite improvements:

The primary focus of Nanite for 5.1 is the addition of a programmable rasterization framework, opening the door to features such as masked materials, two-sided foliage, pixel depth offset, and world position offset. Please note that the exact feature list and expected stability and performance characteristics are still TBD.

  • Other updates include:
  • Nanite material switch in the Material Editor
  • Additional diagnostic and debug modes
  • Many quality and performance improvements

GPU Lightmass Improvements:

  • Ongoing feature compliance updates, including stationary skylights, static IES lights, and per-light cast shadow flag
  • Irradiance Cache and First Bounce Ray Guiding have better behavior and higher quality from the same settings
  • Improved denoiser results at low light levels
  • Additional quality and performance improvements
  • On-Demand Shader Compilation compiles only the shaders needed to render what is seen on screen in the editor, and optionally during platform development iteration. The result is a drastic reduction of shaders being compiled, especially on large projects.
Author: PR Editor: Michał Franczak
Tags: unreal real-time engine visualization
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