{"id":989157,"date":"2026-01-07T14:19:22","date_gmt":"2026-01-07T14:19:22","guid":{"rendered":"http:\/\/3U3SRqBttTFFxJ2UL337oF"},"modified":"2026-01-07T14:19:22","modified_gmt":"2026-01-07T14:19:22","slug":"unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\/","title":{"rendered":"Unreal Engine 5.5\u2019s MegaLights allows devs to use &#8220;orders of magnitude more&#8221; light sources\u2014even on older hardware"},"content":{"rendered":"<article>\n<p>Ray tracing has been a revolution, and <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/hardware\/graphics-cards\/ray-tracing-has-taken-its-first-steps-at-becoming-the-rendering-norm-for-triple-a-games-but-that-just-makes-upscaling-and-frame-generation-a-hobsons-choice\/\" target=\"_blank\" rel=\"noopener\">it\u2019s steadily becoming the norm for triple-A games<\/a>. To put it another way, it\u2019s lighting tech you<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/resident-evil-2-and-3-have-quietly-had-their-ray-tracing-options-removed\/\" target=\"_blank\" rel=\"noopener\"> definitely feel the absence of should a rogue update take away the option<\/a>. Well, lighting artists are rejoicing because Unreal Engine 5 has come in swinging with what could be the next leap forward to set screens ablaze (though hopefully not our rigs).<\/p>\n<p>Revealed during Unreal Fest this week in Seattle, MegaLights is a new, experimental feature for Unreal Engine 5.5 that allows developers to play with &#8220;orders of magnitude more&#8221; shadow-casting lights than ever before without taking a costly bite out of performance.<\/p>\n<p>Wyeth Johnson, senior director of product strategy for Unreal Engine at Epic Games, led the presentation, pitching the tech by saying, &#8220;Unreal Engine is at its best when users can express themselves without technical constraint. Like Nanite did for triangles, or Lumen for global illumination, MegaLights removes limitation in a whole new category: direct lighting and shadows.&#8221;<\/p>\n<p>Okay, but what does that mean though? Putting the not super illuminating name to one side, Epic\u2019s snazzy live demonstration tours through a marketplace scene using 1000 light sources\u2014so, that\u2019s the &apos;Mega&apos; bit then.<\/p>\n<p>It may seem paradoxical, but the biggest win for painting with light in a game development sense is how MegaLights handles shadows; at first glance, the marketplace scene looks shiny enough but takes on a dramatic sense of depth when realistic shadows are turned on for every light source in view. Beyond these realistic area shadows, MegaLights are also movable and dynamic too, demonstrated in the live demo with a swarm of drones flying into view.<\/p>\n<p>That\u2019s great news if you have hefty hardware, but what about everyone else? What about optimisation? In a show of confidence from Epic, the MegaLights live demo ran natively on a PlayStation 5 console, with senior technical product manager Victor Brodin waggling the sticks of the DualSense controller. The sell appears to be MegaLights can run smoothly even on a base PlayStation 5 unit.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1920px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"n69ZbPAz38EpghMJgPaAaR\" name=\"Unreal Fest Seattle 2024 _ Opening Session 54-9 screenshot.png\" alt=\"A lone figure stands in the middle of an empty marketplace, everything illuminated using Unreal Engine 5.5's MegaLights tech.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/10\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware.png\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"1920\" height=\"1080\" attribution=\"\" endorsement=\"\" class=\"\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Epic Games)<\/span><\/figcaption><\/figure>\n<p>Del Walker, a senior character artist who\u2019s worked on Star Wars Jedi: Survivor and Suicide Squad: Kill the Justice League, <a data-analytics-id=\"inline-link\" href=\"https:\/\/x.com\/TheCartelDel\/status\/1841251769206157680\" target=\"_blank\" rel=\"noopener\">took to X to put it into context<\/a>. He shared, &#8220;People often don\u2019t realize how many games look amazing in development until we have to cut back on lighting to make them run on consoles. This is gonna next-gen your next-gen games.&#8221;<\/p>\n<div class=\"see-more see-more--clipped\">\n<blockquote class=\"twitter-tweet hawk-ignore\" data-lang=\"en\">\n<p lang=\"en\" dir=\"ltr\">People often don\u2019t realize how many games look amazing in development until we have to cut back on lighting to make them run on consoles. This is gonna next-gen your next-gen games \ud83d\udd25 https:\/\/t.co\/mBVxVT1bH4<a href=\"https:\/\/twitter.com\/TheCartelDel\/status\/1841251769206157680\">October 1, 2024<\/a><\/p>\n<\/blockquote>\n<div class=\"see-more__filter\"><\/div>\n<\/div>\n<p>For those making the most of older hardware, what\u2019s possible in Unreal Engine 5.5 could well light up your world. But until I get my grubby little hands on a game that actually uses the tech, I\u2019ll be watching and waiting in the shadows <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.youtube.com\/watch?v=_ao2u7F_Qzg&#038;ab_channel=TheRasmusVEVO\" target=\"_blank\" rel=\"noopener\">like a certain group of rockers from 2003.<\/a><\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/hardware\/Unreal-Engine-5-5-Mega-Lights\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Ray tracing has been a revolution, and it\u2019s steadily becoming the norm for triple-A games. To put it another way, it\u2019s lighting tech you definitely feel the absence of should a rogue update take away the option. Well, lighting artists are rejoicing because Unreal Engine 5 has come in swinging with what could be the next leap forward to set screens ablaze (though hopefully not our rigs). Revealed during Unreal Fest this week in Seattle, MegaLights is a new, experimental feature for Unreal Engine 5.5 that allows developers to play with &#8220;orders of magnitude more&#8221; shadow-casting lights than ever before without taking a costly bite out of performance. Wyeth Johnson, senior director of product strategy for Unreal Engine at Epic Games, led the presentation, pitching&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":989158,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[66],"class_list":["post-989157","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-hardware"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Unreal Engine 5.5\u2019s MegaLights allows devs to use &quot;orders of magnitude more&quot; light sources\u2014even on older hardware | Arcader News<\/title>\n<meta name=\"description\" content=\"Ray tracing has been a revolution, and it\u2019s steadily becoming the norm for triple-A games. To put it another way, it\u2019s lighting tech you definitely feel\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Unreal Engine 5.5\u2019s MegaLights allows devs to use &quot;orders of magnitude more&quot; light sources\u2014even on older hardware | Arcader News\" \/>\n<meta property=\"og:description\" content=\"Ray tracing has been a revolution, and it\u2019s steadily becoming the norm for triple-A games. To put it another way, it\u2019s lighting tech you definitely feel\" \/>\n<meta property=\"og:url\" content=\"https:\/\/arcader.org\/news\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\/\" \/>\n<meta property=\"og:site_name\" content=\"Arcade News\" \/>\n<meta property=\"article:published_time\" content=\"2026-01-07T14:19:22+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/cropped-arcader-1.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"480\" \/>\n\t<meta property=\"og:image:height\" content=\"320\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Arcade News\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Arcade News\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"3 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\\\/\"},\"author\":{\"name\":\"Arcade News\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#\\\/schema\\\/person\\\/8460f5e5076b52fb2369f2f7ce6f2839\"},\"headline\":\"Unreal Engine 5.5\u2019s MegaLights allows devs to use &#8220;orders of magnitude more&#8221; light sources\u2014even on older hardware\",\"datePublished\":\"2026-01-07T14:19:22+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\\\/\"},\"wordCount\":520,\"commentCount\":0,\"image\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2024\\\/10\\\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware.png\",\"keywords\":[\"hardware\"],\"articleSection\":[\"PC Gamer\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\\\/\\\/arcader.org\\\/news\\\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\\\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\\\/\",\"url\":\"https:\\\/\\\/arcader.org\\\/news\\\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\\\/\",\"name\":\"Unreal Engine 5.5\u2019s MegaLights allows devs to use \\\"orders of magnitude more\\\" light sources\u2014even on older hardware | Arcader News\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#website\"},\"primaryImageOfPage\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\\\/#primaryimage\"},\"image\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2024\\\/10\\\/unreal-engine-5-5s-megalights-allows-devs-to-use-orders-of-magnitude-more-light-sources-even-on-older-hardware.png\",\"datePublished\":\"2026-01-07T14:19:22+00:00\",\"author\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#\\\/schema\\\/person\\\/8460f5e5076b52fb2369f2f7ce6f2839\"},\"description\":\"Ray tracing has been a revolution, and it\u2019s steadily becoming the norm for triple-A games. 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