Riot announces new Valorant port as Epic unleashes Unreal Engine 5.5 preview

Cal Jeffrey

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Something to look forward to: Unreal Fest 2024 kicked off this week in Seattle with guest speakers from Epic Games and other developers discussing everything Unreal Engine. Among the more exciting topics is UE5 hitting its version 5.5 milestone and Valorant moving from UE4 to UE5.

On Tuesday, Riot Games announced that it is porting Valorant to Unreal Engine 5. The game currently runs on Unreal 4.27. Executive Producer Anna Donlon said that the engine upgrade would not bring any visual or performance changes – at least not at first.

Converting Valorant to Unreal Engine 5 is already enough of a chore. So, Riot likely wants to get the game running on UE5 without complications before tackling the task of applying any of the engine's new features.

Donlon also vaguely mentioned several upcoming "Valorant experiences" but didn't elaborate further (below). It's not likely she was alluding to a sequel. However, we could see one or more spinoffs set in the Valorant universe or titles in another media altogether, like a TV series, but that's pure speculation.

Meanwhile, Epic Games launched a preview version of Unreal Engine 5.5 today. The milestone release introduces many new elements, allowing video and triple-A game developers to unleash unprecedented high-fidelity effects effortlessly.

One of the more impressive features Epic highlighted was MegaLights. It demonstrated the technology during Unreal Fest's opening session using the Lunen in the Land of Nanite tech demo running on a PlayStation 5 (below). MegaLights allows developers to use "orders of magnitude" more high-quality shadow-casting lights.

The demo showed the engine rendering complex lighting – like that you would find on a TV screen – in a realistic manner. It creates soft, colored light that gently glazes surfaces appropriately while casting even softer shadows, as expected with such lighting.

Epic uses a market street to contrast regular lighting with MegaLights. The difference is night and day (no pun intended). The effect is more natural because every light disperses and casts the appropriate shadows. So how many lights can it handle?

Epic lit up the entire market square with everything from strings of tiny lights to a tower of television monitors and robotic drones flying around. Those, plus all the shop lights it demonstrated before, amounted to over 1,000 individual light sources rendered accurately with shadows in real-time on the PS5 without a noticeable drop in the frame rate.

MegaLights is not the only new feature coming to Unreal 5.5. Epic has added or upgraded over 66 features, including skeletal mesh weighting, path tracer volumetrics, render pass improvements, spline meshes, pathfinding, and a ton more. You can see a list of changes with explanations and demonstrations on the Unreal Roadmap. The engine is already available for download, but remember that many of the changes are still under development and are at an experimental point in the build.

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They still haven't fixed the stuttering mess
Honestly? The new features in Unreal 5.5 are very cool and cutting-edge but I don't expect any existing hardware to be able to take full advantage of this.

Sony's Playstation 6 and whatever Xbox Microsoft decides to design next is what is going to have proper hardware support fully implemented for MegaLights and the rest of 5.5's bag of tricks.
 
Honestly? The new features in Unreal 5.5 are very cool and cutting-edge but I don't expect any existing hardware to be able to take full advantage of this.

Sony's Playstation 6 and whatever Xbox Microsoft decides to design next is what is going to have proper hardware support fully implemented for MegaLights and the rest of 5.5's bag of tricks.
they have already stated its going to look the same for quite some time. no performance loss.
 
Spoiled the surprise here!
When he said in the clip about performance...
Well, at least 4090 with ray tracing.
Wait for it!
Is actually ps5 donkey !
 
Fixing stutter should always be a top-priority.

Why is more and more games starting to need shader compilation now?
 
It’s cool, that MegaLights demo is really impressive, specially considering it’s running live on a PS5.

Thing is, we won’t see it in an actual game for another 5 years at least, does make you look forward to the next gen though.
 
It’s cool, that MegaLights demo is really impressive, specially considering it’s running live on a PS5.

Thing is, we won’t see it in an actual game for another 5 years at least, does make you look forward to the next gen though.
The demo was shown on a vanilla PS5, I don't see why it should take 5 years to implement this in a game, hope to see it sooner
 
The demo was shown on a vanilla PS5, I don't see why it should take 5 years to implement this in a game, hope to see it sooner
For the same reason stuff like Black Myth Wukong run on the version 5.0 (which they only switched to back in 2021).

Developers have to pick a version to actually start developing on, sure they can sometimes upgrade to a newer version towards the end of the development cycle, but not normally.

Version 5.5 seems to change quite few existing UE5 systems, so I doubt we’ll see any games with this tech for a while.

It’s not as easy as just a dropdown menu and picking a newer version, developers tend to have developed lots of stuff that just breaks in newer versions, AI, animations, lighting, even Nanite had different versions between UE5 updates, original version didn’t work with shrubbery or grass, newer versions did and from what I heard, it wasn’t just a simple “upgrade” button, you had to entirely replace those assets with nanite assets and place them all down in the world again.

Edit: Can you list any 5.4 games? Or 5.3 actually? A quick google at least comes back with nothing, only new projects that are years away.
 
For the same reason stuff like Black Myth Wukong run on the version 5.0 (which they only switched to back in 2021).

Developers have to pick a version to actually start developing on, sure they can sometimes upgrade to a newer version towards the end of the development cycle, but not normally.

Version 5.5 seems to change quite few existing UE5 systems, so I doubt we’ll see any games with this tech for a while.

It’s not as easy as just a dropdown menu and picking a newer version, developers tend to have developed lots of stuff that just breaks in newer versions, AI, animations, lighting, even Nanite had different versions between UE5 updates, original version didn’t work with shrubbery or grass, newer versions did and from what I heard, it wasn’t just a simple “upgrade” button, you had to entirely replace those assets with nanite assets and place them all down in the world again.

Edit: Can you list any 5.4 games? Or 5.3 actually? A quick google at least comes back with nothing, only new projects that are years away.
You might be right, but I am not sure game devs state the subversion of the engine. They simply state UE5.
 
You might be right, but I am not sure game devs state the subversion of the engine. They simply state UE5.
They don’t display what version they use but you normally can find out or Digital Foundry interview the devs and ask.

I think Hellblade 2 is using 5.2, I’m sure in an interview with Digital Foundry they talk about upgrading and it wasn’t too difficult for them, but was still a substantial amount of work for the studio to do as once you upgrade, you then have to take advantage of the new stuff and fix anything the upgrade breaks.

Don’t get me wrong, I would love to see MegaLights being used in all games starting from tomorrow, but I do think it’s going to be years before we see it used in a proper game, sadly.
 
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