Unreal Engine 5.3 is now available—find out what’s new!
This release brings numerous wide-ranging improvements, together with some exciting new Experimental features, as we continue to expand UE5’s functionality and potential for game developers and creators across industries. Find out what’s new.
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We’re excited to announce that Unreal Engine 5.3 is now available. This release brings numerous wide-ranging improvements as we continue to expand UE5’s functionality and potential for game developers and creators across industries.
As well as enhancements to core rendering, developer iteration, and virtual production toolsets, we’re introducing Experimental new rendering, animation, and simulation features to give you the opportunity to test extended creative workflows inside UE5—reducing the need to round-trip with external applications.
What's new in Unreal Engine 5.3
Refinements to core UE5 rendering features
With this release, we’ve continued to refine all core UE5 rendering features to address our ongoing goal of making it easier for developers to leverage them at higher quality in games running at 60 fps on next-gen consoles; the improvements also offer higher-quality results and enhanced performance for linear content creators.Specifically, Nanite has faster performance for masked materials, including foliage, and can represent a greater range of surfaces due to the new Explicit Tangents option, while Lumen with Hardware Ray Tracing has expanded capabilities that include multiple reflection bounces, and delivers faster performance on consoles.
Other areas with notable advancements include Virtual Shadow Maps (VSM)—which is now Production-Ready—Temporal Super Resolution (TSR), Hair Grooms, Path Tracing, and Substrate.
Multi-Process Cook
In another useful improvement, developers can now leverage additional CPU and memory resources when converting content from the internal UE format to a platform-specific format, significantly reducing the time it takes to get a cooked output from a build farm server or on a local workstation.
Enabling Multi-Process Cook launches subprocesses that perform parts of the cooking work alongside the main process. Developers can select how many subprocesses they want to run on a single machine.
Cine Cam Rig Rail
Real-time use cases such as games and virtual production can also begin experimenting with SVTs for playback of volumetric elements, although performance is limited at this time and highly dependent on the content.
Orthographic rendering
nDisplay support for SMPTE ST 2110
And finally, in preparation for the next generation of LED production stages, we’ve added Experimental support to nDisplay for SMPTE ST 2110, utilizing NVIDIA hardware and Rivermax SDK. This lays the groundwork for a range of hardware configurations that open up new possibilities for LED stages—the most exciting configuration uses a dedicated machine for each camera frustum, maximizing the potential rendering resolution, increasing frame rate, and allowing for more complex scene geometry and lighting than previously possible.
This solution offers the ability to tackle challenges like wider angle lenses that require greater resolution and multi-camera shoots that stress current systems. It also implies lower latency in the system, due to simplification of the signal chain.