Fortnite's massive UE5 update delivers next-gen features on all consoles at 60fps
Nanite and Lumen upgrades tested on PS5, Series X/S - and PC.
Lumen, Nanite, Unreal Engine 5. These watchwords for a new generation of game developers are now finally realised in a …
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The concept of getting UE5's high-end features running on console at all is impressive,
but to hit the 60fps target - even on Series S - is a serious achievement well worth a more in-depth analysis and it's also interesting to see how the tech scales still further on PC.
Before we wrap up, you might be interested to know how the game runs on each platform in terms of performance, resolution and - yes - shutter compilation stutters. Let's start with the good stuff: based on our conversations with Epic,
both PS5 and Series X target 4K via temporal super resolution, with an internal resolution of anywhere from 864p to 1836p - a massive range. On average, PS5 delivers 55 percent of 4K on each axis, while Series X is slightly higher at 59 percent. Owing to the way image reconstruction works, it's very difficult to see any difference at all between the two versions.
Series S is understandably lower-res, with an internal resolution of 540p to 1080p, averaging 73 percent of 1080p, but also loses reflections on glossy surfaces (eg water), the resolution of some effects is lower and there's also a reduction in ground clutter. Honestly though, Series S looks surprisingly similar to the Series X and PS5 versions. It's the omission of Lumen reflections that is most impactful - bodies of water can lose all reflections depending on the angle as it's reliant just on screen-space information.
In terms of performance, things are surprisingly good - at least on console. In our testing, we were basically always locked to 60fps. On PC though, we did see some shader compilation stutter - less than we'd expect on a UE4 title without asychronous shader compilation, but encountering new content or traversing the world in a vehicle did result in some dropped frames. This would gradually abate as the shaders are eventually encountered and cached, but game and driver updates would restart the process.