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BirthrightNewsv0.22 - UE5 Upgrade and Optimizations
Major update

v0.22 - UE5 Upgrade and Optimizations

Birthright · published 10 Dec 2022, 11:00 UTC

All newsPlayers around this dateRead on Steam

Finally the project is converted to Unreal Engine 5. This has been a monumental task and we are super happy it's done and over with :)
Moving forward we can now focus on new features and content with shiny new tools.

Most things should be the same, while everything has changed under the hood. The physics and collision system is completely new, static meshes are converted to Nanite meshes, completely new destruction system etc (check UE5 if interested in all cool stuff).

However Lumen is currently not enabled due to targeting more like 30fps, but we will eventually enable it due to UE improving this for games.

Collision, Physics and Destruction

This is a completely new system in UE5 which has a major impact on Birthright's combat. The melee weapon collision is rewritten using the new system.

Basically for Birthright this is just goodness compared to the previous Nvidia PhysX system we used. It's also built with Multiplayer in mind, so Dedicated Servers will now run a fixed update rate on physics, making it possible to sync clients much easier compared to variable update rate.

The new destruction system (Chaos) is incredible much better than the Nvidia system previously used. We already made simple tests using Catapults and destructible Walls and dynamic NavMesh etc seems to work fine. So a future Siege Patch will be planned now.

Optimizations

After conversion was done we did some deep analyzing and monitoring performance. And for combat the biggest bottleneck is Animations.
Therefore we started remaking Animation logic according to the new Multi Threaded model that UE5 supports. This enables using a Proxy object to copy data between threads and run necessary update logic on a thread rather than the main thread. We will continuously make improvements around Animations coming patches due to this. But already there is a good improvement in performance.

Nanite Meshes & Virtual Textures

Most Static Meshes are converted to Nanite for performance and removing the need for LODs. And UE5.1 already released support for Foilage being Nanite Meshes too. This will be updated in coming patches.

And all Textures are now UE5's Virtual Textures making things more video memory optimized while even and crisp over longer distances.

Big thanks to Amarum for testing during development!

More from Birthright

Other announcements

All news
Game update23 Jun 2026v0.31.1 - Combat OptimizationDropping a small minor patch that optimize and rewrites Combat Characters perception around them. This has quite a impact on performance in large battles. At the same time Perception was split so Skirmishes and Dungeons can properly use more advanced tracing without impacting Battles. Arrows had several fixes that could make the collision be placed wrong making it visually hit but didn't colide…In-game event16 Jun 2026v0.31 - Rebalancing early gameThis patch is game breaking and needs a New Game. Rebalancing Early Game Time for another patch while waiting for the Major patch that is cooking. This time early game has been rebalanced and a good amount of bug fixes have been done and should make things much smoother early on. The game has always been on the harder side but especially Early Game could become brutally hard due to Trading bein…Game update3 May 2026v0.30.3 - Bug FixesThis is another small patch with several bug fixes and balancing. While progress on the next major patch is going well we are welcoming 5 new members to the team this month that we are excited to have. More on this later when they have settled in. But they will work on several different cool stuff :) Some important bugs & fixes this patch: · Movement Animations added sync markers to tune foot p…