We’ve been working on getting real-time ray tracing with DXR support in our game and the results have be phenomenal.
Being a space game, we can’t really bake light maps without having enormous files from all of the empty space being accounted for. Because of this, we’ve been using “Force No Precumputed Lighting” within Unreal to keep everything dynamic. While Unreal does a great job of making things look pretty darn good, the addition and implementation of DXR is a game changer for us (pun intended). Just take a look at the difference here:
There’s also been a lot of work done to get the warp effects up to the level of what we want. Thanks to the feedback of many, many people, we’ve made some adjustments that we think are really starting to hit the mark. Take a look here:
Lastly, we wanted to show you guys the ever-important OM-2 Mining Frigate. These little guys will be called upon to gather resources for your fleet. You’ll be able to designate salvage or material locations (such as mineral-rich asteroids) and call the OM-2 Mining Frigates to collect the resources for you.



