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Fragmentary Order is built on Unreal Engine 5, with confirmed support for DLSS 4.5 and conditional plans for DLSS 5. Rant Gaming has announced it as a PC title only, with no console versions 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.
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, and only on the condition that it stays controllable by the developer rather than rolled out as a black box. No timeline has been attached.
Platform Target
At announcement, this is a PC title. No PlayStation, Xbox, or handheld versions have been disclosed, and the studio has not committed to console support of any kind. Until that changes, assume Windows on 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.
Unconfirmed Details
Most low-level technical specifics have not been disclosed:
Ray tracing support, including any specific lighting or reflection features.
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.