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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