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Engine and Technology
June 8, 2026 at 10:26 PM
Removed duplicate in-body wikilinks
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.
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.
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.
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 | Cited in coverage of the reveal as the upscaling target the team is planning around at the current stage of development. |
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 / frame generation | Unannounced | Specific Nvidia features beyond the base DLSS upscaler have not been individually confirmed for the game. |
Public coverage references a working relationship with Nvidia on graphics technology for the project. The relationship 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.
On GeForce RTX 50 series hardware, the announcement coverage lists four additional features tied to the latest generation of Nvidia GPUs. These are advertised as PC-exclusive enhancements rather than baseline requirements:
Feature | What It Does |
|---|---|
Path-Traced Effects | Replaces hybrid rasterized lighting with a more physically accurate, fully ray-traced path through the scene. Reserved for RTX 50 hardware in the announcement materials. |
DLSS Multi Frame Generation | The RTX 50-class frame-generation pass, distinct from the broader Dynamic Multi Frame Generation feature available across DLSS 4.5. |
DLSS Ray Reconstruction | An AI denoiser for ray-traced effects that replaces traditional spatial-temporal denoisers, intended to deliver cleaner reflections, shadows, and global illumination at lower internal sample counts. |
Nvidia Reflex | Reduces system latency between input and on-screen response, particularly relevant for a hardcore shooter where reaction time materially affects survival in a combat round. |
These feature names were published as part of an Nvidia partner announcement listing Fragmentary Order alongside several other RTX 50-era titles. The phrasing in the official partner materials presents them as available rather than required, so the game should run on lower-tier hardware without them; the specific minimum and recommended hardware tiers are still unpublished.
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.