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Engine and Technology
August 27, 2026 at 09:52 AM
Narrowed an unsourced Windows-specific claim back to PC, softened an overstated condition on future upscaling support to match the studio's own wording, and made a truncated table note self-contained
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.
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 |
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.
The Unreal Engine 5 choice is not only a claim made in reveal coverage. The studio's own recruitment listings name the engine directly, advertising a technical artist role specified as Unreal Engine 5 and an engine and rendering programmer role built around extending Unreal Engine for what the listing calls complex systems, high-performance rendering, and large-scale gameplay. 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 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.
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 PC and nothing else.
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.
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. 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, path tracing, Reflex | Unannounced | Not named for this game. Only Super Resolution and Dynamic Multi Frame Generation have been confirmed. |
Fragmentary Order appears in Nvidia's DLSS announcements as a title that will launch with DLSS 4.5 support, which is the extent of what has been said publicly about the two companies working together. 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.
When the studio confirms DLSS 4.5 support, the specific features named in the official partner announcement 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.
Those two are the complete list. No other graphics feature has been named for Fragmentary Order: path-traced effects, DLSS Ray Reconstruction, and Nvidia Reflex have 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. Ray tracing of any kind remains unannounced, and no bundle or exclusivity arrangement has been disclosed.
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.
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.