Immortals of Aveum key art

Immortals of Aveum will be upgraded to Unreal Engine 5.2 with improvements to both Nanite and Lumen


Ascendant Studios has revealed its future plans for Immortals of Aveum. The team will upgrade the game to Unreal Engine 5.2, and it will bring improvements to both Nanite and Lumen.

By using UE 5.2’s Nanite tech, the team will be able to offer faster geometry calculations. According to the devs, this can help further reduce pop-ins. Additionally, Unreal Engine 5.2’s Lumen can improve lighting detail around characters and visual fidelity of animations.

As Ascendant Studios specifically said.

  • Lumen – In UE 5.1, Lumen solved the indoor-to-outdoor lighting transition seamlessly, allowing four lighters to light over 15 levels, and also allowed our modelers to instantly view assets in a variety of lighting scenarios. In 5.2, we want to take that even further by improving lighting detail around characters and visual fidelity of animations.  
  • Nanite – Nanite gave us unprecedented geometric fidelity, while saving our artists countless hours of setting LODs. In 5.2, we’re looking to further enhance overall game visuals as well as faster geometry calculations that can help further reduce pop in. 

The developers also claim that the move to UE5.2 will also bring some performance improvements. And, as we wrote in our PC Performance Analysis, this game desperately needs them.

Despite its issues, Immortals of Aveum is currently one of the best-looking games on PC, especially when it comes to its lighting solution. Well, that is if we discount the games that use ray tracing for their lighting. So, the fact that Ascendant wants to further push its graphical fidelity is definitely something that excites us.

Immortals of Aveum is also one of the first games that support both DLSS 3 and FSR 3.0. And while FSR 3.0 performs faster even on NVIDIA’s hardware, the overall gaming experience is, at least for now, better with DLSS 3.

For what it’s worth, there is no ETA on when the game will be upgraded to Unreal Engine 5.2. Naturally, though, we’ll be sure to keep you posted.

Stay tuned for more!