Epic has rolled out Unreal Engine 5.1 Preview 1 for builders, packing efficiency enhancements to Lumen and Nanite.

The brand new construct is obtainable now through Github and on the Epic Video games launcher, and though this construct isn’t absolutely examined simply but, builders can now take a look at the brand new options earlier than the ultimate launch of this preview construct. In line with Epic, this new construct improves upon the options delivered with the discharge of Unreal Engine 5 and creates extra streamlined and easy-to-use workflows for real-time 3D content material creation.

As well as, builders testing the brand new 5.1 preview construct are promised improved efficiency with a few of the engine’s key options. “Builders will see improved efficiency with Lumen, Nanite, and Digital Shadow Maps (VSM), now supporting video games operating at 60 fps on next-generation consoles and PCs”, Epic writes. “Construct expansive worlds utilizing new performance and improved workflows for World Partition, together with help for Massive World Coordinates. And luxuriate in important enhancements to cinematic pipelines, resembling efficiency and usefulness enhancements for ICVFX.”

The entire launch notes for the 5.1 model might be made accessible alongside the ultimate 5.1 launch.

Unreal Engine 5 is obtainable globally now. Epic launched its new game engine again in April of this 12 months. Following its launch, varied artists have launched their very own game imaginings and creations throughout the new Engine. Key new options for Unreal Engine 5 are Epic’s new Lumen dynamic international illumination and reflections answer, the Nanite virtualized micropolygon geometry system and a brand new Digital Shadow Map system.

Lumen is a completely dynamic international illumination and reflections answer that permits oblique lighting to adapt on the fly to modifications to direct lighting or geometry—for instance, altering the solar’s angle with the time of day or opening an exterior door. 

With Lumen, you now not should writer lightmap UVs, await lightmaps to bake, or place reflection captures; what you see contained in the Unreal Editor is what you get on console.