Analysis of Contemporary Methods for Improving the Performance of Game Applications Based on Unreal Engine 5

Abstract

The total expansion of the Unreal Engine 5 game engine, which by 2024 had become the technological backbone for the vast majority of new projects, has generated a sharp engineering and economic paradox within the industry. On the one hand, the introduction of virtualized geometry systems (Nanite) and global illumination (Lumen) proclaims a departure from traditional optimization techniques, promising a “seamless” creative workflow. On the other hand, empirical data reveal a critical mismatch between the computational cost of these technologies and the actual capabilities of mass-market user hardware, thereby threatening the commercial viability of game products. This article seeks to resolve this contradiction through an in-depth analysis of Unreal Engine 5’s rendering architecture. The objective is not merely to enumerate configuration parameters, but to develop a comprehensive methodology for adapting resource-intensive next-generation content to the constraints of mid-range graphics hardware. The author focuses on identifying an equilibrium in which cinematic visual fidelity can be preserved without a dramatic loss in frame rate. The study exposes a non-obvious issue: uncritical reliance on marketing narratives of “automatic optimization” leads to the emergence of performance bottlenecks on both GPU and CPU levels. The principal contribution of the article lies in substantiating the inevitability of a transition toward hybrid rendering models, in which innovative tools are combined with classical optimization approaches, as well as in re-evaluating the role of upscaling technologies. In particular, it is argued that temporal super-resolution (TSR) technologies have de facto ceased to be an optional workaround and have become an integral component of the modern graphics pipeline. The conclusions and applied recommendations formulated in the article are of substantial value to technical directors and graphics programmers, enabling informed architectural decisions at the pre-production stage and mitigating the risk of accumulating “technological debt” by the time of release.

Author Biography

Daniil Igorevich Mastalygin, Moscow Polytechnic University

student of the Faculty of Information Technology

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Published
2026-04-15
How to Cite
MASTALYGIN, Daniil Igorevich. Analysis of Contemporary Methods for Improving the Performance of Game Applications Based on Unreal Engine 5. Modern Information Technologies and IT-Education, [S.l.], v. 22, n. 1, p. 155-162, apr. 2026. ISSN 2411-1473. Available at: <http://sitito.cs.msu.ru/index.php/SITITO/article/view/1281>. Date accessed: 14 oct. 2026. doi: https://doi.org/10.25559/SITITO.022.202601.155-162.
Section
Research and Development in the Field of New IT and Their Applications