Loading...
Engine and Technology
April 25, 2026 at 11:46 PM
Initial content (2026-04-25)
Fragmentary Order is built on Unreal Engine 5, with confirmed support for DLSS 4.5 and conditional plans for DLSS 5. The game is currently announced as a PC release only, with no console versions disclosed. This article collects what Rant Gaming has stated about the technical direction so far, and flags the gaps that have not yet been filled in.
Field | Detail |
|---|---|
Engine | Unreal Engine 5 |
Previous Engine Used by Buyanov | Unity (Escape from Tarkov) |
Upscaling Confirmed | DLSS 4.5 |
Upscaling Conditional | DLSS 5, if available and developer-controllable |
Platform | PC |
Console Versions | None announced |
Pre-Orders | None available |
Fragmentary Order 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 the choice has been framed as one of the clearest technical breaks between the two projects.
Two practical pressures shape the decision. The first is scale. The team has talked about contested zones several times the size of the largest current Tarkov maps, and that kind of footprint puts heavy demands on streaming, level-of-detail, and world-partition systems. Unreal Engine 5's tooling for very large worlds is a better fit for that target than the studio's prior pipeline.
The second is visual fidelity. Hard science fiction settings with cyberpunk lighting, dense industrial detail, and partially terraformed environments are exactly the kind of material that benefits from modern rendering features. Aaron Beck's concept work leans on heavy material density and dramatic lighting, and Unreal Engine 5 is a more straightforward route to translating that look into playable scenes than rebuilding a Unity pipeline.
DLSS 4.5 has been confirmed for Fragmentary Order. It is the supported upscaling option the studio has named publicly so far.
DLSS 5 is described as conditional. The studio has said it will support DLSS 5 if and when the version becomes available, and that any newer DLSS revisions need to be controllable by the developer rather than rolled out as a black box. In practical terms, the team wants to integrate new DLSS versions on its own schedule, not have them swapped in automatically. No timeline has been attached to DLSS 5 support, since that depends on the broader release calendar of the technology itself.
At announcement, Fragmentary Order is a PC title. No PlayStation, Xbox, or handheld versions have been announced, and the studio has not committed to console support of any kind. The only confirmed access path on the consumer side is the Prime Batch Founders Program, which gates entry into early test phases through cor3.gg.
PC-only does not necessarily mean PC-only forever, but treating consoles as planned platforms would be a mistake. Until the studio says otherwise, assume Windows on PC and nothing else.
Engine and tech choices are connected to the studio's gameplay ambitions, covered in the Gameplay Overview. Larger maps, dense weapon and damage simulation, vehicles for traversal, and a complex health model all push against the engine and renderer in different ways. Choosing Unreal Engine 5 and locking in modern upscaling early are both moves toward giving those systems room to grow without immediately running into hardware ceilings on mid-range PCs.
Most low-level technical specifics have not been disclosed. Anything in this list should be treated as open until the studio says otherwise:
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.
Cross-progression, account systems, and storefronts beyond cor3.gg.
As more concrete numbers and feature lists arrive ahead of the closed alpha, this page will be expanded. Until then, anything outside the confirmed Unreal Engine 5 plus DLSS 4.5 baseline should be considered speculation.