Technology

Technology and performance

Unreal Engine 5, Nanite, Lumen, DLSS and frame generation explained without the marketing, and how a planet-scale game is optimised for PC.

9 articlesRSS feed

Articles

Render

Technology

AMD 3D V-Cache Explained: Why It Speeds Up CPU-Limited Games

A much larger L3 cache, stacked on the processor, avoids trips to RAM and speeds up data-heavy games. How it works, who benefits, how a 9800X3D differs from a 9950X3D and how to make sure the game uses the right cores.

4 min read

Render

Technology

MegaLights in Unreal Engine 5.8: how hundreds of shadowed lights work

MegaLights became production-ready in Unreal Engine 5.8. What it actually does, why its cost barely grows with the number of lights, what hardware it expects, what it cannot light yet, how it differs from Lumen, and why the COLONIZED development build does not use it.

5 min read

Render

Technology

DLSS, DLAA, frame generation and Reflex explained (2026)

NVIDIA's RTX technologies without the marketing: what each part of DLSS does, which GeForce cards support it in 2026, why generated frames do not respond to your input and how Reflex fits in. Plus how COLONIZED's development build uses them.

4 min read

Render

Technology

Nanite and Lumen explained: how Unreal Engine 5 draws a world

Nanite and Lumen without the marketing: how virtualised geometry and dynamic global illumination work, what Virtual Shadow Maps, MegaLights and TSR add, the budgets and limits Epic documents, and two lessons from using them on a whole planet.

6 min read

Render

Technology

How to simulate a solar system at scale in a game

Why a planet-sized world breaks a game engine, the three tricks that fix it (floating origin, double precision, compressed distances), how orbits and spheres of influence work, and how COLONIZED builds the Aurin system: real radii, Kepler orbits and one server zone per body.

5 min read

Topics