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Fragmentary Order is built on Unreal Engine 5, with confirmed support for DLSS 4.5, ray-traced lighting, and conditional plans for DLSS 5. Rant Gaming has announced it as a PC title only, and as of August 2026 no console versions had been disclosed.
Tech Direction at a Glance
Field | Detail |
|---|---|
Engine | Unreal Engine 5 |
Upscaling Confirmed | DLSS 4.5 |
Upscaling Conditional | DLSS 5, if available and developer-controllable |
Platform | PC |
Console Versions | None announced |
Engine Choice
The game runs on Unreal Engine 5. This is a deliberate move away from Unity, the engine used for Nikita Buyanov's earlier work on Escape from Tarkov, and one of the clearest technical breaks between the two projects.
Two pressures shape the choice. The first is scale: the team has talked about contested zones several times larger than the biggest current Tarkov maps, which puts heavy demands on streaming, level-of-detail, and world-partition systems. The second is visual fidelity. Hard science fiction with cyberpunk lighting and dense industrial detail benefits from modern rendering features, and Unreal Engine 5 is a more straightforward route to that look than rebuilding a Unity pipeline.
First-Party Confirmation
The Unreal Engine 5 choice is not only a claim made in reveal coverage. The studio's own recruitment listings name the engine directly. A technical artist role posted through mid-2026 specified Unreal Engine 5 by version, and an engine and rendering programmer role is built around extending Unreal Engine for what the listing calls complex systems, high-performance rendering, and large-scale gameplay. The version-specific listing has since been taken down, but the engine choice is independently corroborated by the ray-traced lighting features named for the game in August 2026, both of which are Unreal Engine 5 systems. A separate art-direction listing also asks for Unreal Engine proficiency and in-engine review experience.
Those postings add a little texture to the pipeline as well. They name C++ as the core engine language, Blueprint on the technical-art side, and Perforce plus continuous-integration tooling for version control and builds, and they list multiplayer FPS and networking experience as desirable, which is consistent with the session sizes described on Gameplay Overview. None of that amounts to a published technical specification, but it does move the engine question from secondary reporting to a first-party statement.
DLSS Plans
DLSS 4.5 has been confirmed. It is the supported upscaling option the studio has named publicly so far.
DLSS 5 is conditional. The studio has said it will add the newer version if and when it becomes available, with adoption depending on what that version requires and on factors outside the studio's control. No timeline has been attached.
Platform Target
At announcement, this is a PC title. As of August 2026, no PlayStation, Xbox, or handheld versions had been disclosed, and the studio had not committed to console support of any kind. Until that changes, assume PC and nothing else.
Relationship to Gameplay Goals
Engine choices connect to the broader Gameplay Overview. Larger maps, dense weapon and damage simulation, vehicles for traversal, and a complex health model all push on the engine in different ways, and locking in Unreal Engine 5 plus modern upscaling early gives those systems room to grow.
DLSS Status
Upscaling support is one of the few technical areas the team has commented on publicly. The status below reflects what has been confirmed and what has only been described as openness rather than a commitment.
Feature | Status | Notes |
|---|---|---|
DLSS 4.5 | Confirmed direction | Named in the reveal-window partner announcement as what the game will ship with, and restated in August 2026 alongside Ray Reconstruction. Super Resolution and Dynamic Multi Frame Generation are both upscaling and frame-generation passes rather than lighting features. |
Later DLSS versions | Conditional | The team has stated they are open to using newer DLSS versions if and when they become available, with the caveat that adoption depends on what those versions require and on factors outside the studio's control. |
Ray Reconstruction and ray-traced lighting | Confirmed | Announced in August 2026: hardware-accelerated Lumen and MegaLights ray-traced lighting, refined by DLSS 4.5 Ray Reconstruction. Path tracing and Reflex remain unannounced for this game and belong to other titles listed in the same partner communication. |
Nvidia Collaboration
Fragmentary Order appears in Nvidia's DLSS announcements as a title that will launch with DLSS 4.5 support, and in August 2026 that partnership extended to an exclusive gameplay video released through the vendor's Gamescom showcase. That is consistent with the DLSS roadmap above: the team is targeting modern upscaling at launch rather than treating it as an afterthought, and the engineering effort is being shaped with current-generation GeForce hardware in mind. The exact contract between Rant Gaming and Nvidia is not public, and no exclusivity claims have been made.
DLSS 4.5 Feature Set
The specific features named in the official partner announcements go beyond the basic upscaler. The supported DLSS 4.5 feature set covers:
DLSS Super Resolution: the headline AI upscaling pass that renders at a lower internal resolution and reconstructs detail at the target output resolution.
DLSS Dynamic Multi Frame Generation: the generation pass that synthesises additional frames between rendered ones to increase perceived smoothness. Confirmed for Fragmentary Order in the announcement materials.
An August 2026 partner update added a third confirmed pass, DLSS Ray Reconstruction, together with hardware-accelerated Lumen and MegaLights ray-traced lighting that the Ray Reconstruction pass is described as refining. Those are the current complete list. Path-traced effects and Nvidia Reflex have still not been announced for this game, and any list that attaches them to it has picked them up from a different title in the same partner communication. No bundle or exclusivity arrangement has been disclosed.
Hardware Targets
Specific minimum and recommended PC specifications have not been disclosed. The studio is building on Unreal Engine 5 with modern upscaling support, which gives a rough indication of the bracket the game will land in, but the team has not committed to CPU, GPU, RAM, or storage minimums. Treat any specific spec sheet seen in third-party coverage as community estimate rather than official guidance until the studio publishes a system requirements page. The one hardware datapoint in circulation comes from the August 2026 gameplay teaser, which was captured on an RTX 5090 at 4K with maximum settings, upscaling, and ray tracing enabled. That describes the capture rig, not a recommended specification.
Unconfirmed Details
Most low-level technical specifics have not been disclosed:
The performance cost of the ray-traced lighting features, and any quality presets offered for them.
AMD FSR or Intel XeSS support alongside DLSS.
Anti-cheat solution, including whether it will be kernel-level.
Minimum and recommended system requirements.
Resolution and framerate targets at any given hardware tier.
VR or alternative input device support.
Server architecture, tick rates, and netcode model.