# Lighting and Rendering Updates 

**URL:** <https://forums.unrealengine.com/t/lighting-and-rendering-updates/2853016>\
**Category:** Roadmap\
**Tags:** unreal-engine\
**Created:** [November 9, 2026, 7:49pm UTC](https://forums.unrealengine.com/t/lighting-and-rendering-updates/2853016 "2026-11-09T19:49:39Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![ThomasC\_Epic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/thomasc_epic/32/1203341_2.png) [@ThomasC\_Epic](https://forums.unrealengine.com/u/ThomasC_Epic)\
**Post date:** [November 9, 2026, 7:49pm UTC](https://forums.unrealengine.com/t/lighting-and-rendering-updates/2853016/1 "2026-11-09T19:49:39Z")

</div>

### **Status**

None

**Lumen gains an automatic, GPU-driven surface cache, a new order-independent transparency technique arrives, and Nanite culling gets faster, so scenes light and render with less manual setup and at lower cost.**

Lumen World Cache replaces manual surface cache setup with a GPU-driven cache that updates automatically. AVBOIT adds order-independent transparency, so overlapping translucent surfaces render correctly without hand-ordering. Nanite culling is faster, reducing the cost of rendering dense geometry.
