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UE5 supports DX11, DX12, And other render API's such as Vulkan and OpenGL.
So essentially nothing will change in that regard, But we'll be seeing the performance improvements that UE5 delivers such as faster load times, better pre-caching of shaders under DX12 which in turn reduces shader-stutter as is prevalent on UE4.
isnt UE5 forcing Software sided RT? that alone costs a tons of recources.. he woudlnt be able to play that.
even i can barely play games on high with a rig that runs very well in RoN..
software rt was the badass thing devs can do..and i think its basic on in UE5 as i was getting info about it as the reason to why UE5 is such a demanding one.
RT in UE is hardware rendered IIRC, There is a software implementation too I believe which is a form of RTGI which is post processing but it's not enabled by default.
The extremely hardware intensive form of global dynamic lighting is the new lighting solution called Lumen, Given that the UE4 project files already have the lighting pre-baked when cooking them in the editor, The lighting shouldn't change from the transition to UE5 and Lumen will remain disabled.
i see, makes sense. hope you are right. it would be sad RoN is really so far one of the best looking game and still playable on something like my 1660 ti 6gb mobile. =)