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Engine and Technology
April 25, 2026 at 11:47 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. 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 the change has been framed as 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. 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 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 described as conditional. The studio has said it will add DLSS 5 if and when the version becomes available, and only on the condition that it stays controllable by the developer rather than being rolled out as a black box. No timeline has been attached, since that depends on the broader release calendar of the technology itself.
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. The only confirmed access path on the consumer side is the Prime Batch Founders Program, gated 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 connect 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 on 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.
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.