# Unreal Engine

Published articles for Unreal Engine.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## Qualcomm Talks Next-Gen Oryon CPU, Adreno GPU, and Hexagon NPU

DevFeed: [Qualcomm Talks Next-Gen Oryon CPU, Adreno GPU, and Hexagon NPU](<https://devfeed.tech/articles/qualcomm-talks-next-gen-oryon-cpu-adreno-gpu-and-hexagon-npu-14010.md>)

Original publisher: [Read original article](<https://www.servethehome.com/qualcomm-details-next-gen-oryon-cpu-adreno-gpu-and-hexagon-npu/>)

Author: Vic A

Published: 2026-09-10T13:05:36Z

Content type: article

Language: en

Sources: [ServeTheHome](<https://devfeed.tech/sources/servethehome.md>)

Topics: [cpu](<https://devfeed.tech/topics/cpu.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>), [Cache](<https://devfeed.tech/topics/cache.md>)

Tags: [adreno](<https://devfeed.tech/tags/adreno.md>), [architecture](<https://devfeed.tech/tags/architecture.md>), [cache](<https://devfeed.tech/tags/cache.md>), [cpu](<https://devfeed.tech/tags/cpu.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [hexagon](<https://devfeed.tech/tags/hexagon.md>), [memory](<https://devfeed.tech/tags/memory.md>), [mobile](<https://devfeed.tech/tags/mobile.md>), [npu](<https://devfeed.tech/tags/npu.md>), [oryon](<https://devfeed.tech/tags/oryon.md>), [performance](<https://devfeed.tech/tags/performance.md>), [qualcomm](<https://devfeed.tech/tags/qualcomm.md>), [unity](<https://devfeed.tech/tags/unity.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

Qualcomm disclosed details of the next-generation mobile Snapdragon platform, including an Oryon CPU with 5 GHz Prime cores and FlexCache, an Adreno GPU with Matrix Cores and local high-performance memory, and a Hexagon NPU with transformer acceleration, expanded shared memory, and support for context lengths up to 32K.

### Source excerpt

Qualcomm disclosed more on its next-gen Oryon CPU, Adreno GPU, and Hexagon NPU that will power next-gen devices The post Qualcomm Talks Next-Gen Oryon CPU, Adreno GPU, and Hexagon NPU appeared first on ServeTheHome.

## The Rider 2026.3 Early Access Program Is Open

DevFeed: [The Rider 2026.3 Early Access Program Is Open](<https://devfeed.tech/articles/the-rider-2026-3-early-access-program-is-open-8799.md>)

Original publisher: [Read original article](<https://blog.jetbrains.com/dotnet/2026/09/07/rider-2026-3-eap/>)

Author: Alexander Kurakin

Published: 2026-09-07T09:35:21Z

Content type: release

Language: en

Sources: [The JetBrains Blog](<https://devfeed.tech/sources/the-jetbrains-blog.md>)

Topics: [debugging](<https://devfeed.tech/topics/debugging.md>), [C++](<https://devfeed.tech/topics/c-plus-plus.md>)

Tags: [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [code-completion](<https://devfeed.tech/tags/code-completion.md>), [debugger](<https://devfeed.tech/tags/debugger.md>), [debugging](<https://devfeed.tech/tags/debugging.md>), [eap](<https://devfeed.tech/tags/eap.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [net-tools](<https://devfeed.tech/tags/net-tools.md>), [rider](<https://devfeed.tech/tags/rider.md>), [test-coverage](<https://devfeed.tech/tags/test-coverage.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

Rider 2026.3's first Early Access build adds rainbow brackets, streamlined data-breakpoint setup, a consolidated game-development plugin category, and code-completion filters.

### Source excerpt

The first Early Access build for Rider 2026.3 is now available! It includes rainbow brackets, an easier way to set data breakpoints, a new Game Development plugin category, and filters in code completion. You can get the build from our website or through the Toolbox App. Here's a look at what's new. Rainbow brackets: You [...]

## AMD FSR plugin updated for Unreal Engine 5.8

DevFeed: [AMD FSR plugin updated for Unreal Engine 5.8](<https://devfeed.tech/articles/amd-fsr-plugin-updated-for-unreal-engine-5-8-15039.md>)

Original publisher: [Read original article](<https://gpuopen.com/learn/amd-fsr-plugin-updated-for-unreal-engine-58/>)

Author: Joe Rozek; Alexander Blake-Davies

Published: 2026-08-27T12:00:00Z

Content type: release

Language: en

Sources: [AMD GPUOpen](<https://devfeed.tech/sources/amd-gpuopen.md>)

Topics: [Unreal Engine](<https://devfeed.tech/topics/unreal-engine.md>), [releases](<https://devfeed.tech/topics/releases.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [Machine learning](<https://devfeed.tech/topics/machine-learning.md>), [SDKs](<https://devfeed.tech/topics/sdks.md>)

Tags: [amd-fsr-3](<https://devfeed.tech/tags/amd-fsr-3.md>), [amd-fsr-4](<https://devfeed.tech/tags/amd-fsr-4.md>), [amd-fsr-frame-generation](<https://devfeed.tech/tags/amd-fsr-frame-generation.md>), [amd-fsr-framegeneration](<https://devfeed.tech/tags/amd-fsr-framegeneration.md>), [amd-fsr-upscaling](<https://devfeed.tech/tags/amd-fsr-upscaling.md>), [announcement](<https://devfeed.tech/tags/announcement.md>), [antilag](<https://devfeed.tech/tags/antilag.md>), [fsr-3](<https://devfeed.tech/tags/fsr-3.md>), [fsr-4](<https://devfeed.tech/tags/fsr-4.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [generation](<https://devfeed.tech/tags/generation.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [ml](<https://devfeed.tech/tags/ml.md>), [news](<https://devfeed.tech/tags/news.md>), [performance](<https://devfeed.tech/tags/performance.md>), [plugin](<https://devfeed.tech/tags/plugin.md>), [product-blogs](<https://devfeed.tech/tags/product-blogs.md>), [product-release](<https://devfeed.tech/tags/product-release.md>), [redstone](<https://devfeed.tech/tags/redstone.md>), [release](<https://devfeed.tech/tags/release.md>), [super-resolution](<https://devfeed.tech/tags/super-resolution.md>), [technical-articles](<https://devfeed.tech/tags/technical-articles.md>), [unreal](<https://devfeed.tech/tags/unreal.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

The AMD FSR Unreal Engine plugin has been updated for Unreal Engine 5.8. It adds FSR Redstone SDK 2.3 updates, FSR Upscaling 4.1.1 support for AMD Radeon RX 7000 Series GPUs, and FSR Frame Generation 4.0.1 improvements.

### Source excerpt

The updated AMD FSR™ Unreal® Engine plugin brings ML-powered upscaling and frame generation to Unreal Engine 5.8, now extending FSR Upscaling support to AMD Radeon RX 7000 Series GPUs.

## Q&A: How Capcom Brought Path Tracing to RE ENGINE Across PRAGMATA and Resident Evil Requiem

DevFeed: [Q&A: How Capcom Brought Path Tracing to RE ENGINE Across PRAGMATA and Resident Evil Requiem](<https://devfeed.tech/articles/q-a-how-capcom-brought-path-tracing-to-re-engine-across-pragmata-and-resident-evil-requiem-6923.md>)

Original publisher: [Read original article](<https://developer.nvidia.com/blog/qa-how-capcom-brought-path-tracing-to-re-engine-across-pragmata-and-resident-evil-requiem/>)

Author: Michelle Horton

Published: 2026-07-16T22:59:09Z

Content type: article

Language: en

Sources: [NVIDIA Developer](<https://devfeed.tech/sources/nvidia-developer.md>), [NVIDIA Technical Blog](<https://devfeed.tech/sources/nvidia-technical-blog.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Game engine](<https://devfeed.tech/topics/game-engine.md>), [real-time](<https://devfeed.tech/topics/real-time.md>), [Nvidia](<https://devfeed.tech/topics/nvidia.md>)

Tags: [content-creation-rendering](<https://devfeed.tech/tags/content-creation-rendering.md>), [development](<https://devfeed.tech/tags/development.md>), [featured](<https://devfeed.tech/tags/featured.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [nvidia](<https://devfeed.tech/tags/nvidia.md>), [nvidia-rtx](<https://devfeed.tech/tags/nvidia-rtx.md>), [pc](<https://devfeed.tech/tags/pc.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [ray-tracing-path-tracing](<https://devfeed.tech/tags/ray-tracing-path-tracing.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [technology](<https://devfeed.tech/tags/technology.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

Capcom's RE ENGINE team developed and integrated a real-time path tracer for PRAGMATA and Resident Evil Requiem. Built on the NVIDIA RTX Kit and optimized for DLSS, the renderer replaces shadow-map direct lighting, improves continuity between gameplay and cutscenes, and enables more cohesive indirect lighting, reflections, and strand-hair light transmission.

### Source excerpt

Capcom's RE ENGINE team set out to bring path tracing into two shipping titles at once, Resident Evil Requiem and PRAGMATA, each with a different visual...

## Опенсорсим YaGS Plugin: открытый плагин для работы с 3DGS внутри Unreal Engine

DevFeed: [Опенсорсим YaGS Plugin: открытый плагин для работы с 3DGS внутри Unreal Engine](<https://devfeed.tech/articles/yags-plugin-3dgs-unreal-engine-24862.md>)

Original publisher: [Read original article](<https://habr.com/ru/companies/yandex/articles/1052328/>)

Author: s\_eliseev (Яндекс)

Published: 2026-07-02T07:02:10Z

Content type: article

Language: ru

Sources: [Яндекс - Как мы делаем Яндекс / Статьи](<https://devfeed.tech/sources/source.md>)

Topics: [3D](<https://devfeed.tech/topics/3d.md>), [Unreal Engine](<https://devfeed.tech/topics/unreal-engine.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3dgs](<https://devfeed.tech/tags/3dgs.md>), [gaussian](<https://devfeed.tech/tags/gaussian.md>), [gaussian-splatting](<https://devfeed.tech/tags/gaussian-splatting.md>), [plugin](<https://devfeed.tech/tags/plugin.md>), [tag-831b63de9433](<https://devfeed.tech/tags/tag-831b63de9433.md>), [tag-9e9e5e80d07a](<https://devfeed.tech/tags/tag-9e9e5e80d07a.md>), [tag-e6d9cc1f0757](<https://devfeed.tech/tags/tag-e6d9cc1f0757.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

The article explains how Gaussian Splatting can create photorealistic 3D representations from photographs for film production, city digital twins, and autonomous-transport simulation. It introduces YaGS Plugin, an open-source plugin that integrates Gaussian Splatting scenes into Unreal Engine, and describes the underlying 3DGS representation and reconstruction process.

### Source excerpt

Представьте, что вам нужна фотореалистичная 3D-копия реального объекта или сцены: например, лица актёра для крупного плана или целой городской улицы. Сегодня для этого есть два инструмента: классическое 3D-моделирование и фотограмметрия. Однако они съедают недели работы и ломаются там, где очень важны детали, -- волосы, хром, стекло, отражения превращаются в артефакты. А на то, чтобы снять реалистичную сцену или объект так, чтобы это масштабировалось на тысячи единиц, обычно уходит слишком много времени и денег. Выход из этого тупика для целого ряда задач мы нашли в Gaussian Splatting и прогнали технологию через несколько очень разных проектов: сканирование людей и локаций для кино (например, для "Кибердеревни"), создание цифровых двойников городских кварталов и симуляцию для автономного транспорта. Инструмент один -- задачи разные. И именно на этом контрасте и родилось самое интересное. Сегодня я расскажу, как риг из 15 камер заменяет установку за сотни тысяч долларов и зачем мы используем движущегося человека как калибровочную доску. Объясню, почему для беспилотного автомобиля фотореализм обязан рождаться из данных, а не из 3D-редактора. Ну и, конечно же, расскажу про YaGS Plugin -- наш опенсорс-плагин, который делает Gaussian Splatting полноценной частью сцены в Unreal Engine. Читать далее

## Monitor Unreal Engine Game Performance with Application Metrics

DevFeed: [Monitor Unreal Engine Game Performance with Application Metrics](<https://devfeed.tech/articles/monitor-unreal-engine-game-performance-with-application-metrics-24115.md>)

Original publisher: [Read original article](<https://blog.sentry.io/unreal-engine-performance-metrics/>)

Author: Ivan Tustanivskyi

Published: 2026-05-08T00:00:00Z

Content type: article

Language: en

Sources: [Sentry Blog](<https://devfeed.tech/sources/sentry-blog.md>)

Topics: [Unreal Engine](<https://devfeed.tech/topics/unreal-engine.md>), [SDK](<https://devfeed.tech/topics/sdk.md>), [telemetry](<https://devfeed.tech/topics/telemetry.md>), [networking](<https://devfeed.tech/topics/networking.md>)

Tags: [gamedev](<https://devfeed.tech/tags/gamedev.md>), [metrics](<https://devfeed.tech/tags/metrics.md>), [networking](<https://devfeed.tech/tags/networking.md>), [performance](<https://devfeed.tech/tags/performance.md>), [sdk](<https://devfeed.tech/tags/sdk.md>), [telemetry](<https://devfeed.tech/tags/telemetry.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

Sentry's Unreal SDK now automatically sends FPS, frame-time, network-health, and other game performance metrics to Sentry, providing production visibility into player experience across hardware and releases.

### Source excerpt

The Unreal SDK now auto-instruments FPS, frame time, network health, and game stats, giving your team real player performance data in production.

## Android development updates include Android XR SDK Developer Preview 3 and new tools for AI glasses

DevFeed: [Android development updates include Android XR SDK Developer Preview 3 and new tools for AI glasses](<https://devfeed.tech/articles/now-in-android-123-22676.md>)

Original publisher: [Read original article](<https://medium.com/androiddevelopers/now-in-android-123-7ad94b13d5bc?source=rss----95b274b437c2---4>)

Author: Daniel Galpin

Published: 2025-12-19T23:33:51Z

Content type: article

Language: en

Sources: [Android Developers - Medium](<https://devfeed.tech/sources/android-developers-medium.md>)

Topics: [Android XR](<https://devfeed.tech/topics/android-xr.md>), [android-development](<https://devfeed.tech/topics/android-development.md>), [Android Studio](<https://devfeed.tech/topics/android-studio.md>), [Jetpack](<https://devfeed.tech/topics/jetpack.md>), [Compose](<https://devfeed.tech/topics/compose.md>), [OpenXR](<https://devfeed.tech/topics/openxr.md>), [Godot](<https://devfeed.tech/topics/godot.md>), [Unreal Engine](<https://devfeed.tech/topics/unreal-engine.md>)

Tags: [android-development](<https://devfeed.tech/tags/android-development.md>), [android-studio](<https://devfeed.tech/tags/android-studio.md>), [android-xr](<https://devfeed.tech/tags/android-xr.md>), [featured](<https://devfeed.tech/tags/featured.md>), [jetpack](<https://devfeed.tech/tags/jetpack.md>), [jetpack-compose](<https://devfeed.tech/tags/jetpack-compose.md>), [now-in-android](<https://devfeed.tech/tags/now-in-android.md>), [openxr](<https://devfeed.tech/tags/openxr.md>), [release](<https://devfeed.tech/tags/release.md>), [unreal](<https://devfeed.tech/tags/unreal.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

This edition of Now in Android reviews Android development updates, with emphasis on Android XR SDK Developer Preview 3 and tools for AI glasses. It covers Jetpack libraries, ARCore geospatial capabilities, adaptive field-of-view APIs, Android Studio emulator support, and OpenXR integrations for Unreal Engine and Godot.

### Source excerpt

Android XR, Android Studio Otter 2 feature drop; Android 16 QPR2, compose updates, Jetpack Navigation 3, performance and much, much, much more. Welcome to Now in Android, your ongoing guide to what's new and notable in the world of Android development. You can catch a short subset of what's in this gigantified update on YouTube, but read on for the full story. https://medium.com/media/406ea21381b605792c1cb5f40715bc89/href Start building for glasses, new devices for Android XR and more in The Android Show | XR Edition 👓 The Android Show | XR Edition introduced updates to the Android XR platform, focusing on new devices and developer tools. The platform is expanding to include lightweight AI and Display AI glasses from Samsung, Gentle Monster, and Warby Parker, integrating Gemini for features like live translation and visual search. Uber is exploring AI Glasses for contextual directions. Wired XR glasses, such as XREAL's Project Aura, are scheduled for release next year. Android XR SDK Developer Preview 3 offers increased stability for headset APIs and opens development for AI Glasses. This includes new libraries like Jetpack Compose Glimmer for transparent display UI and Jetpack Projected for extending your mobile apps to glasses. ARCore for Jetpack XR gains Geospatial capabilities, and new APIs enable detection of device field-of-view for adaptive UIs. The platform, built on OpenXR, supports Unreal Engine development with a Google vendor plugin for hand tracking coming next year, and Godot Engine now includes Android XR support via its OpenXR vendor plugin v4.2.2 stable. Start building for glasses, new devices for Android XR and more in The Android Show | XR Edition Check out #TheAndroidShow in 60 seconds for a quick video overview of what we covered. Build for AI Glasses with the Android XR SDK Developer Preview 3 and unlock new features for immersive experiences 🚀 Android XR SDK Developer Preview 3 is now available, enabling you to build augmented experiences for

## Neural Super Sampling is here!

DevFeed: [Neural Super Sampling is here!](<https://devfeed.tech/articles/neural-super-sampling-is-here-6989.md>)

Original publisher: [Read original article](<https://huggingface.co/blog/Arm/neural-super-sampling>)

Author: EricSondhi; Will Lord

Published: 2025-08-12T14:52:08Z

Content type: article

Language: en

Sources: [Hugging Face - Blog](<https://devfeed.tech/sources/hugging-face-blog.md>)

Topics: [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>), [Arm](<https://devfeed.tech/topics/arm.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [Mobile](<https://devfeed.tech/topics/mobile.md>), [real-time](<https://devfeed.tech/topics/real-time.md>), [Unreal Engine](<https://devfeed.tech/topics/unreal-engine.md>), [data](<https://devfeed.tech/topics/data.md>), [Model Development](<https://devfeed.tech/topics/model-development.md>)

Tags: [ai](<https://devfeed.tech/tags/ai.md>), [arm](<https://devfeed.tech/tags/arm.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [latency](<https://devfeed.tech/tags/latency.md>), [mobile](<https://devfeed.tech/tags/mobile.md>), [performance](<https://devfeed.tech/tags/performance.md>), [plugin](<https://devfeed.tech/tags/plugin.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [train](<https://devfeed.tech/tags/train.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

Arm has released Neural Super Sampling (NSS), an AI-powered temporal upscaling model for real-time graphics on future mobile devices. It reconstructs high-resolution frames from lower-resolution temporal inputs, reducing GPU workload and compute cost for use cases such as mobile gaming and XR. The article also points developers to NSS resources, datasets, Unreal Engine plugins, and Vulkan-related learning paths.

### Source excerpt

Neural Super Sampling (NSS), a next-generation AI-powered upscaling solution from Arm is released for graphics and gaming developers to start experimenting today! NSS is designed for real-time performance on future mobile devices with Arm Neural Technology. However, latency depends on implementation factors such as GPU configuration, resolution, and use case. In our Enchanted Castle demo video below, NSS reduced GPU workload by 50 percent.

## Разработка новой игры от компании Wargaming с помощью Rider for Unreal Engine

DevFeed: [Разработка новой игры от компании Wargaming с помощью Rider for Unreal Engine](<https://devfeed.tech/articles/wargaming-rider-for-unreal-engine-23940.md>)

Original publisher: [Read original article](<https://habr.com/ru/companies/JetBrains/articles/585894/>)

Author: anastasiak2512 (JetBrains)

Published: 2021-10-29T11:39:15Z

Content type: article

Language: ru

Sources: [JetBrains RU](<https://devfeed.tech/sources/jetbrains-ru.md>)

Topics: [rider](<https://devfeed.tech/topics/rider.md>), [Unreal Engine](<https://devfeed.tech/topics/unreal-engine.md>), [C++](<https://devfeed.tech/topics/c-plus-plus.md>), [ide](<https://devfeed.tech/topics/ide.md>)

Tags: [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [ide](<https://devfeed.tech/tags/ide.md>), [resharper](<https://devfeed.tech/tags/resharper.md>), [rider](<https://devfeed.tech/tags/rider.md>), [unreal](<https://devfeed.tech/tags/unreal.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>), [visual-studio](<https://devfeed.tech/tags/visual-studio.md>), [wargaming](<https://devfeed.tech/tags/wargaming.md>)

### AI overview

An interview with Wargaming RED about developing an unannounced third-person sci-fi shooter in C++ with Unreal Engine. The team discusses its project structure, Unreal Engine reflection and metaprogramming, and the use of Rider for Unreal Engine alongside Visual Studio.

### Source excerpt

Последние полтора года открыта программа раннего доступа к Rider for Unreal Engine -- IDE для разработки игр на C++ с использованием Unreal Engine. На сегодняшний день в программе участвуют десятки тысяч индивидуальных разработчиков игр, a также множество студий и больших компаний, занимающихся игровой разработкой. Нам стало интересно узнать, за что эти люди ценят наш продукт, что им нравится и чего не хватает. Мы решили поговорить с Вячеславом Дубиковским -- техническим директором в компании Wargaming RED, которая совсем недавно начала свою работу в Москве. Читать далее