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  • 3 hours ago
Gears of War: E-Day took center stage at Unreal Fest Chicago, and Coalition showed how it is utilizing Unreal Engine to bring the world of this prequel to life in a way never seen before.

The walkthrough showed Marcus Fenix in the city of Kalona, but this time without the threat of enemies around every corner. Instead, this let the team show off the hundreds of light sources with MegaLights that "greatly improve the visual fidelity of everything from environment destruction to volumetrics and muzzle flashes."

It was also shown how all of these new tools allow the devs to iterate faster and increase per pixel-visual complexity without compromising resolution or framerate.

See how it all comes together soon, as Gears of War: E-Day will be released on Xbox Series X/S and PC on October 6, 2026.
Transcript
00:00Hi everyone, I'm Kate Raynor.
00:02It's great to be able to join you today.
00:05Gears of War will celebrate its 20th anniversary this year,
00:09and Unreal Engine has been the foundation of every game
00:13since the series first debuted in 2006.
00:18For Gears of War E-Day,
00:20we made the decision to invest in Unreal Engine 5
00:23and start with a blank hard drive
00:26and rebuild everything from scratch
00:28to achieve the believability of a world in chaos.
00:33Emergence Day is the darkest day in our universe,
00:36the day the monstrous locust horde emerged from the ground
00:40to lay waste to humanity,
00:42and to truly feel the emotional impact of that loss,
00:46we needed to return to a dark and gritty visual style.
00:51Light and shadow do more than just set a tone,
00:54and with Unreal Engine 5,
00:56we've pushed our signature Gears style to the next level.
01:01So, let's show you a taste of what we've built.
01:11Welcome to the Pay and Save Superstore in downtown Kelowna.
01:15In previous games, a space like this was limited to three shadow casters in view.
01:22With Megalights, we now have hundreds of light sources,
01:25all casting shadows at 60 frames per second on Xbox Series X.
01:35This TV display wall utilizes the animated area lights with light functions
01:40that are driven by the video itself fully on the GPU.
01:45They each cast eerie and unsettling dynamic shadows with soft penumbra across the scene.
01:55The Pay and Save is a great example of how we've created environments
01:59with geometry collection destructible assets like this tiled pillar.
02:09These dynamic objects cast and receive light correctly,
02:13so destruction stays visually grounded exactly the way you'd expect in the real world.
02:21Let's check out the freezer section.
02:24All these freezers have multiple area lights inside them
02:28to simulate that realistic lighting effect of the frozen food section of your local grocery store.
02:35During combat, bullets create a dynamic shatter point in the glass.
02:39When it shatters, all the pieces collide with the environment
02:43using hardware ray-traced collisions with physically accurate translucent reflections.
02:54It's amazing to see how many light sources there are in here.
02:58There are hundreds of them, from the small lights on Marcus's armor
03:02to the large spotlights on the ceiling.
03:05There is no way we'd ever be able to achieve this effect
03:09or have this many ray-traced area lights on current generation hardware without Megalights.
03:20A staple of the Gears franchise e-holes are back in Gears of War E-Day.
03:26So let's open some up.
03:34Without all the monsters in the way, you can see all the volumetrics and smoke lit perfectly.
03:42One of the things we're super excited about that was unthinkable in the past
03:46is having shadows on every single one of our muzzle flashes.
03:53This is a really great improvement that adds to the dynamic combat of Gears
03:57with a more believable firing experience that puts you right in the middle of the action
04:02like never before.
04:23Our game isn't limited to just a single space.
04:26We can explore the entire city of Kelowna with tens of thousands of shadow casting lights.
04:38Delivering E-Day with this level of visual fidelity has not been easy.
04:44But we can iterate so much faster with hardware ray-traced lumen
04:48compared to the baked lighting we used in the past.
04:53With Megalights, our lighters are no longer constrained by the number of real-time shadow casters,
04:58giving them the freedom to light our game with the same complexity as the real world.
05:06And we have 100 times the geometric detail in our assets
05:11due to Nanite's micropolygon rendering.
05:19All of these systems work together to create a highly scalable engine
05:24that allows us to consistently deliver a visual showcase across Xbox and PC.
05:34As developers, many of us know there is a difference between a compelling demo
05:39and delivering a fully realized vision at 60 frames per second.
05:44The coalition is pushing Unreal Engine 5
05:47and the hardware it runs on to their limits
05:51to reimagine the Gears world at an unprecedented level of detail.
05:56We can't wait for you to see for yourselves
05:59when E-Day launches on October 6th.
06:18We're all in!
06:19Hold tight while I get us the hell out of here!
06:26We're not out of it yet!
06:29Incoming!
06:31E-Day, you son of a bitch!
06:36I lost visual!
06:37Anyone see it?
06:39Negative!
06:40I lost it!
06:55That's it!
06:56My bird!
07:02Look out!
07:07The

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