Rendering
The UE 5.7 renderer is a hybrid deferred + ray-traced pipeline with three tentpole technologies:
- Nanite — virtualized micropolygon geometry. Renders multi-million-triangle meshes without LODs.
- Lumen — software / hardware ray-traced global illumination and reflections.
- Virtual Shadow Maps (VSM) — single 16K-resolution virtualized shadow per light.
On top of those, the pipeline supports:
| System |
Page |
| Streaming Virtual Textures + Runtime Virtual Textures |
→ |
| Render Targets |
→ |
| Path Tracer (reference renderer for cinematics) |
→ |
| Real-time DXR / Vulkan RT |
→ |
| Pixel Streaming (WebRTC video out) |
→ |
| Post Process pipeline |
→ |
Render order at a glance
graph TB
Z0[Visibility / culling] --> Z1[GBuffer pass]
Z1 --> Z2[Nanite visualization buffer]
Z2 --> Z3[Lighting pass<br/>Lumen GI + Reflections]
Z3 --> Z4[Translucency]
Z4 --> Z5[Post Process chain]
Z5 --> Z6[Tonemap]
Z6 --> Z7[Upscaling<br/>TSR / DLSS / FSR / XeSS]
Z7 --> Z8[UI composition]
CVar quick reference
| CVar |
Effect |
r.Lumen.HardwareRayTracing 1 |
Switch Lumen to hardware RT |
r.Nanite.MaxPixelsPerEdge 1 |
Maximum Nanite quality |
r.ScreenPercentage 100 |
Internal resolution percent |
r.AntiAliasingMethod 2 |
0=off 1=FXAA 2=TAA 3=MSAA 4=TSR |
r.RayTracing.GlobalIllumination.Brute Force |
Reference RTGI for comparison |
r.Shadow.Virtual.Enable 1 |
Virtual Shadow Maps |
r.PathTracing 1 |
Path tracer mode |
Hardware paths
| Tier |
Path |
Targets |
| Low |
Forward Shading + baked lighting |
Mobile, Switch |
| Mid |
Deferred + Lumen software |
Last-gen consoles, integrated GPUs |
| High |
Deferred + Lumen HWRT + Nanite |
PC RTX 2070+, PS5, Xbox Series X |
| Top |
Path Traced offline |
Cinematics, Movie Render Queue |