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Epic Games yesterday introduced Unreal Engine 5.6, a significant update designed to ensure that high-fidelity open-world projects maintain a smooth 60 frames-per-second experience on current-generation consoles, high-end PCs, and capable mobile devices by optimizing key rendering and streaming systems, Unreal Engine 5.6 addresses longstanding performance challenges. A central improvement focuses on hardware-accelerated ray tracing for global illumination. The enhanced system shifts critical processing tasks from the CPU to modern GPUs, allowing developers to create more complex lighting scenarios while preserving a locked 60 FPS frame rate. Combined with streamlined Lumen routines, environments gain richer visual detail without sacrificing performance. Content streaming also receives substantial attention. The new Fast Geometry Streaming plugin, currently in experimental mode, enables the loading of large volumes of static geometry on demand without stuttering.
At runtime, asynchronous physics state creation further smooths transitions, ensuring that expansive levels no longer cause unexpected frame drops. Unreal Engine 5.6 also introduces updated device profiles tailored for current consoles and desktop hardware. These profiles automatically adjust graphics settings to meet performance targets, thereby reducing manual configuration and enabling teams to deliver high-quality visuals at stable frame rates. Unreal Engine 5.6 powers the upcoming The Witcher 4 game, which has been demonstrated on the PlayStation 5 console, running at 60 FPS out of the box, with ray tracing. This signals that game optimizations will finally become the norm again, with more powerful hardware delivering higher FPS at higher resolutions in a beautiful, ray-traced open world.
Beyond performance enhancements, this release expands editor workflows. Redesigned motion trails and a revamped curve editor accelerate keyframe adjustments, while MetaHuman Creator integration allows artists to build digital humans directly within the engine. Procedural worldbuilding, cinematic pipelines, and virtual production toolsets receive refinements that speed iteration. The editor's user interface benefits from a reorganized Content Browser and a streamlined toolbar that reduces the number of clicks needed to access essential tools. Features like incremental cooking and Zen Streaming help teams test changes on target devices more quickly.
View at TechPowerUp Main Site | Source
At runtime, asynchronous physics state creation further smooths transitions, ensuring that expansive levels no longer cause unexpected frame drops. Unreal Engine 5.6 also introduces updated device profiles tailored for current consoles and desktop hardware. These profiles automatically adjust graphics settings to meet performance targets, thereby reducing manual configuration and enabling teams to deliver high-quality visuals at stable frame rates. Unreal Engine 5.6 powers the upcoming The Witcher 4 game, which has been demonstrated on the PlayStation 5 console, running at 60 FPS out of the box, with ray tracing. This signals that game optimizations will finally become the norm again, with more powerful hardware delivering higher FPS at higher resolutions in a beautiful, ray-traced open world.




Beyond performance enhancements, this release expands editor workflows. Redesigned motion trails and a revamped curve editor accelerate keyframe adjustments, while MetaHuman Creator integration allows artists to build digital humans directly within the engine. Procedural worldbuilding, cinematic pipelines, and virtual production toolsets receive refinements that speed iteration. The editor's user interface benefits from a reorganized Content Browser and a streamlined toolbar that reduces the number of clicks needed to access essential tools. Features like incremental cooking and Zen Streaming help teams test changes on target devices more quickly.
View at TechPowerUp Main Site | Source