Remnant 2 releases later today and it will be the second game powered by Unreal Engine 5 (the first one was Layers of Fear). And, surprisingly enough, it’s also the first game that is using UE5’s Nanite in order to eliminate distant geometry/object pop-ins.
Below you can find a video in which we showcase how the game handles its distant objects/textures. As you can see, thanks to Nanite, Remnant 2 does not suffer from any pop-in or pop-up issues. And this right here is one of the best features of this new action-survival shooter.
Traditionally, games handled distant objects with low-quality assets. When players were getting closer to them, their high-quality assets were simply popping up. By adjusting the Level of Detail setting, players could increase the distance in which the game could display its high-quality assets.
A clever way to hide the pop-up issues was the inclusion of a fade-in/fade-out filter. By using this, some games could make the transition to the higher quality assets a bit smoother. However, for unknown reasons, most games weren’t using such an effect, resulting in a truly awful gaming experience. Seriously, in some games, objects, trees and grass were changing right in front of you.
With Unreal Engine 5’s Nanite, Level of Detail (LOD) is automatically handled and no longer requires manual setup for individual mesh’s LODs. Loss of quality is also rare or non-existent, especially with LOD transitions.
From what we can see, Remnant 2 uses Nanite for all of its objects, trees, and grass. And that’s something that we truly appreciate. Yes, the game’s graphics do not justify its ridiculously high GPU requirements. However, Remnant 2 is at least a great-looking game. Not only that, but the game does not suffer from any shader compilation stutters. Both Layers of Fear and Remnant 2 do not have this kind of stutters, and both of them use Unreal Engine 5. So yeah, things are looking promising regarding this.
My only gripe with Remnant 2 is its Ambient Occlusion implementation. For some reason, AO completely disappears from the edges of your screen while moving. I don’t know why this is happening, but Gunfire needs to fix it. Once you notice it, it can be a big deal breaker. I also believe that the game would greatly benefit from RTAO.
What’s also interesting is that Gearbox has sent us a review code and upon testing it on a second PC system, we can confirm that the Ultimate Edition is on a newer version. For instance, the review code does not support DLSS 3 Frame Generation. Moreover, the framerate setting (in the review code) supports 30fps/60fps/Unlimited. On the other hand, the Ultimate Edition packs even more framerate settings. My guess is that the Ultimate Edition already has the day-1 patch, and that’s why it’s so different from the review code.
Stay tuned for our PC Performance Analysis!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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Brilliant.
Woah!
John has yet again reactivated the most shïtty bot ever!!
Brilliant!
Reee John na poume in order to do a good comparison and show folks how nanite works in Remnant you need to either have them side by side or just do your runs ups on/off.
So its the first game using this technology but still a bad game because it isnt optimized perfectly?
Gamers have cognitive dissonance or something.
Nanite doesn’t destroy performance, in many cases it can improve it, overall it has a small performance hit versus using traditional LOD methods, except you get no pop-in or low poly geometry.
The game is horribly optimized because it doesn’t do anything graphically impressive, it doesn’t even have RT, it doesn’t even use UE5’s Lumen.
It basically performs like a game with a bunch of RT, which is absurd.
that’s not what he said, the two are not related. not being opti. has nothing to do with the nanite. read again
Read again yourself.
He’s implying that the new technology is the reason for poor optimization….
read again, he’s not relating them. He’s saying still a bad game because it’s not optimized. He starts off by acknowledging it’s a new tech, and just that. Bruv you gotta be the gamer he refers to as suffering from cognitive dissonance. Not that you would know what that means without googling it.
You’re downvoting ppl because their observations do not align with your beliefs.
If you want I can help out, goofy lol
Bars Son, you tell em. 😀
Big Salute to the devs, doing this!
And this clearly shows and will push others to follow!
Future games looking damn bright and good – let the UE5 games fly in. We needs this desperately since years back. Great news 👍
While people tend to worry about the writer/director of a game, John cares about the engine and the engine only.
John needs therapy.
Don’t be like John.
Game engines matter more than f*king writing, yes.
Yes a chat bot can write the story lol
It’s a game changer (no pun intended) for From Software.
You are wrong here man. This was the original Hunt Showdown. Crytek decided to go a different route so these devs went their own route.
No pop-ins ? Absolutely, we’re working hard for that
No Stutters ? … Da Fck you’re talking about ?
The first game that used UE5 is fornite guys, a bit of research please.
And it was implemented in Satisfactory after Fortnite.
He’s talking from the ground up though, not Unreal Engine 4 upgrades.
I thought the first UE5 game was “Low Light Combat”…. was that just a conversion?
I thought the first game on UE5 was “Low Level Combat”….was that a conversion?
UE5 and nanite can’t fix crappy optimization of this very average game.
I have played this game now for a couple hrs and did not know it was unreal engine 5 looks no better than Unreal engine 4 but i had no stutter and it is good game so far with Layers of fear and this one there are many other game that look better.
Pretty sure this game is highly optimized for console hardware. A 7900 XTX is on par if not beating a RTX 4090 at 4K Native. As well as a 7900 XT just straight up beating a RTX 4080 at 4K Native.
Digital Foundry did a video on the console versions, and it’s pretty bad. Series X is upscaling from 1296p just to achieve 30fps. In balanced mode it’s upscaling from 720p-792p to get close to 60fps (drops as low as 36fps in a few cases), and upscales from 720p in performance mode for higher than 60fps (but doesn’t always achieve it). PS5 is slightly worse. It’s just poor optimization all around.
Yet AMD on PC beats all NVidia dealing with competing cards… 7900XTX beats a 4090. Vega 64 beats a GTX 1080.
That’s cool and all, but the performance vs the first game is not great.
https://uploads.disquscdn.com/images/cbc623a14565fe980cdf25d6b2908d1037be9e4dbbb5d7b431bb10c3a0a48531.png
https://www.youtube.com/watch?v=M2qCaYJpus8