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Technical Specifications - Version 10 vs Version 11
Apr 17, 2026, 11:20 PM
Removed additional external site attributions
May 6, 2026, 08:55 PM
Added confirmed CES 2026 base-PS5 60fps result, PC DLSS 4 Multi Frame Generation detail, and the studio's no-AI commitment
1+Technical Specifications2+13Engine243-Phantom Blade Zero runs on Unreal Engine 5. The concept phase (2017-2022) was handled by a small 2-3 person team; active development began in early 2022. S-GAME takes a deliberately selective approach to UE5's features, prioritizing performance and visual quality over adopting every flagship technology.5+Phantom Blade Zero runs on Unreal Engine 5. The concept phase (2017-2022) was handled by a small two-to-three-person team; full-scale development began in early 2022. S-GAME takes a deliberately selective approach to UE5's flagship features, prioritising performance and visual coherence over enabling every option.465-UE5 feature usage7+UE5 Feature Usage687-hands-on analysis revealed a nuanced picture of which UE5 technologies the game actually uses:9+FeatureDetailsNaniteReports vary between builds. Earlier coverage described Nanite as preserving asset quality without sacrificing framerate; later hands-on suggested partial or no Nanite in specific demo builds. The pipeline appears to have evolved between events.LumenInconsistent across builds. Some scenes used Lumen for atmospheric global illumination; others fell back to baked lighting with selective ray-traced shadows. Likely reflects different optimisation passes per show.Virtual Shadow MapsNot used.10+Hardware Ray Tracing8119-FeatureDetailsNanitereports vary between builds. One outlet reported Nanite being used to "maintain high-quality assets while preserving framerate." However, no evidence of Nanite in the build they tested. This may reflect different demo builds at different eventsLumensimilarly inconsistent reports. Lumen creating "a gloomy and foggy atmosphere," while the game using baked lighting with limited ray-traced shadows rather than full Lumen global illuminationVirtual Shadow Mapsnot used10-These discrepancies likely reflect evolving builds rather than conflicting information. The game's rendering pipeline may have changed between demonstration events.12+Hardware ray tracing is confirmed on both PS5 and PC. Ray-traced shadows and reflections are applied selectively (water surfaces, puddles, specific lighting setups) rather than across every material. S-GAME has acknowledged technical support from both AMD and NVIDIA on the implementation.111312-Ray tracing14+DLSS 4 and PC-Exclusive Effects131514-Hardware ray tracing is confirmed for both PS5 and PC. Ray-traced shadows and reflections are used selectively, primarily in puddles and water surfaces rather than across all materials. S-GAME received technical support from both AMD and NVIDIA for their hardware ray tracing implementation.16+The PC version launches with day-one DLSS 4 with Multi Frame Generation. NVIDIA confirmed at CES 2026 that PC-exclusive effects on RTX hardware include ray-traced reflections, ray-traced shadows, and ray-traced caustics. The combination of upscaling and frame generation is intended to keep high framerates achievable even with full ray tracing turned on.151716-DLSS 4 and PC features18+PS5 Performance Targets171918-The PC version launches with day-one DLSS 4 with Multi Frame Generation support. This includes ray-traced reflections, ray-traced shadows, and ray-traced caustics. NVIDIA announced this at CES 2026. The combination of DLSS upscaling and frame generation should help maintain high framerates even with ray tracing enabled on supported hardware.20+Standard PS5 modes: 2K at 60 fps and 4K at 30 fps; 4K at 60 fps was named as an aspirational targetCES 2026 hands-on at the Hisense booth (#17704) ran a base PS5 at a stable 60 fps on 320Hz displays, with multiple hands-on reports calling the build "nearly final"PS5 Pro adds upgraded textures, models, and lighting; Summer Game Fest 2025 and Gamescom 2025 hands-on sessions both ran on PS5 Pro hardware192120-PS5 performance targets21-22-Standard PS5target modes of 2K resolution at 60fps and 4K at 30fps. The aspirational target is 4K at 60fps, or at least stable 45-50fpsPS5 Proconfirmed upgraded visuals with improvements to textures, models, and lighting. Hands-on sessions at Summer Game Fest 2025 and Gamescom 2025 ran on PS5 Pro hardware23-2422DRM252326-The PC version uses Denuvo Anti-Tamper DRM, listed on both the Steam and Epic Games Store pages.24+The PC version uses Denuvo Anti-Tamper, disclosed on both the Steam and Epic Games Store pages. Steam additionally confirms full audio and subtitle support across 15 languages.272528-Developer philosophy26+Production Philosophy292730-Soulframe Liang described the studio's approach as "adopt the most traditional game design approach, avoiding automated mass production." Combat segments are described as "handcrafted" and "thoughtfully" designed. The selective use of UE5 features reflects this philosophy: the team uses specific technologies where they serve the game's visual goals rather than enabling every available option for marketing purposes.28+Director Soulframe Liang has described the studio's approach as "adopt the most traditional game design approach, avoiding automated mass production." Combat segments are described as handcrafted and thoughtfully designed. In April 2026 S-GAME publicly confirmed it does not use generative AI in the final game: assets are hand-crafted, character models are based on real actor scans, voice lines are recorded with real talent, and kung fu masters are consulted for authentic movement. The selective UE5 feature usage flows from the same philosophy: enable the technologies that serve the game's visual goals, ignore the ones that do not.