Developers can learn a lot from what it gets right - and wrong.

As you change it, you might see the effect of the change in real time.

As an example, let’s look at a computationally expensive setting like reflection quality.

Close up of Senua in Hellblade 2

I love this millisecond meter and think every developer using UE5 should look to copy it directly or conceptually.

These are small nitpicks, but they stand out when the menu does so much else right.

Another menu nitpick isn’t limited to Hellblade 2.

Cover image for YouTube video

In short, there’s no way to turn on hardware Lumen, which Unreal Engine natively supports.

Another potential source of frustration for some users in Hellblade 2 concerns memory management.

Good and bad, other UE5 developers can learn a lot from this game on PC.

screenshots showing the impact of dynamic resolution scaling in senua’s sacrifice: hellblade 2, with a 60fps frame-rate with the feature enabled vs 34 with it disabled

Senua’s Sacrifice: Hellblade 2 running in 16:9 in gameplay

Senua’s Sacrifice: Hellblade 2 running in 16:9 showing Senua

The Hellblade 2 menu, showing a near full-screen preview of a chosen setting

screenshot of hitching on 8GB graphics cards vs little or no hitching on GPUs with more RAM - 4060 drops to 35fps, 2070 Super to 40fps, 3070 to 45fps and 3060 to 58fps.