Last month, Epic Games released a preview version of Unreal Engine 5.1. And today, we are happy to report that Unreal Engine 5.1 has been officially released to all developers.
Unreal Engine 5.1 adds several features to improve efficiency for developers of games and other large-scale interactive projects, helping teams be more productive. For instance, Virtual Assets decouple the metadata from the object data, enabling developers to sync only what they need from source control systems such as Perforce—resulting in smaller workspaces and faster syncs for developers who don’t need access to the full object data.
The new automated Pipeline State Object (PSO) caching for DX12 simplifies the process needed to prepare a game for shipping in DX12. This is the biggest PC feature of this latest version. After all, this automated system will minimize shader compilation stutters in a lot of UE5.1 games.
For developers building massive open worlds, this release also delivers additional functionality and improved workflows. World Partition now supports Large World Coordinates, enabling the creation of massive open worlds without loss of precision. In addition, new HLOD (Hierarchical Level of Detail) support for water rendering and streaming enables users to create large water bodies in open worlds with better performance and a smaller memory footprint.
Lastly, here is the Matrix Megacity Tech Demo, ported in Unreal Engine 5.1. The following video showcases this demo running on an NVIDIA GeForce RTX 4090.