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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.
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