Looks very nice , UE5 doing the heavy lifting .
So... I see a lot of this response of, "Oh man, it's UE5, at last, bringing the next-gen!", and yeah, Unreal Engine 5 is in there, but I think that's actually an over-assumption of what's going on here. Let's not diminish what the team GSC Game World really worked hard to make just because there's a new hot engine that's making high-spec work look easy.
Don't thank UE5 for how great this looks. Thank the development team.
GSC has been working on STALKER 2 since at some time before 2018 (after that initial false-start some time around 2010.) The released a
first trailer in July of 2020, and released a
in-engine gameplay teaser later that December (unsure but this first trailer may be in-game engine rather than some CGI contractor doing its work.) Then they ran a
playable sequence in June of 2021, and they're readying the game to ship this April in 2022.
On the Unreal Engine 5 side, we don't have a complete timeline for which pilot partners were working with Epic and for how long in testing UE5, but we do know that The Coalition (who were chosen by Epic to
showcase and speak about UE5 development at this year's GDC, and they were tasked with evaluating UE5 for Microsoft Xbox Game Studios. They only started their work on the engine in November of 2020. (Epic of course had previously revealed the engine in
May of 2020 through its amazing internal demo, but even as late as October, The Coalition was working on its "evaluation" project of UE5 by building in UE4 so they could convert it once they had a build of UE5.) A select few developers did get UE5 private builds before the official Early Access build in May of 2021, but not
that much before, and if The Coalition of all companies didn't have it until the end of 2020, likely nobody else did either...
Point is, it's not the "heavy lifting" of Unreal Engine 5 making this magically all happen. GSC has been working hard on this game with Unreal Engine
4 for most of its development time. Almost everything we have ever seen of STALKER 2 has (in all likelihood) been UE4 footage, before they were even able to update it and test further upgrades. UE4 is still incredibly powerful (especially if you know what you're doing and build your own systems to push it where you need to go,) and if you throw a shit-ton of high-quality assets (say 180GB or so) at it, and if you target only high-spec machines which can handle everything you're trying to throw at it. you can make a very pretty game. Then, UE5 comes in and helps with its extraordinary new features... but they would have been additive to the STALKER 2 development process, not transformative. GSC already had their game on track, with or without UE5.
(In fact, I'd kind of be surprised if the team is actually relying on the new features of UE5 too much? They would have already made systems or found tools in 2018/2019 to make some of what UE5 does happen in a different way. Not Nanite, but for example there was several alternatives to Lumen before UE5, and will still be others that compete with or collaborate with Lumen even once UE5 launches. GSC has for sure done some evaluation of features like Lumen and swapped functions in where it worked best, but it's quite possible they'll still ship with their own GI and lighting systems still in place. Unless there's a massive and advantageous difference, they'd have to be careful about the choice to throw out everything that's already working well when moving full-speed towards the finish line of shipping the game.)
We can talk about those 2020 demos and what could be "bullshots" versus realtime in-game, but if STALKER 2
wasn't actually ready to realize what GSC had shown in 2020 without UE5 "powering" it, they would have been
fucked if Epic hadn't actually been ready to bring out UE5 as soon as it has.