V2/ue/Build/Release/v2-build-release-platform-contract.json is the checked
source of truth for section 58. This matrix documents the launch availability of
display, rendering, platform, and service features by target. The CI gate named
feature-flag-compile-cook-all-shipping-platforms requires every feature flag
to compile and cook for each shipping platform before the release branch can
pass.
Legend: Yes means enabled at launch, Tiered means platform-specific quality
or mode restrictions apply, N/A means the feature does not apply to that
platform.
Feature IDs enforced by CI: HDR, DolbyVision, VRR, 120fps, 240fps,
DLSS, FSR, XeSS, FrameGen, PathTracing, MeshShaders, VRSTier2,
DirectStorage, CloudSave, Trophies, Workshop, QuickResume, and
SpatialAudio.
| Platform | HDR | Dolby Vision | VRR | 120fps | 240fps | DLSS | FSR | XeSS | Frame Gen | Path Tracing | Mesh Shaders | VRS Tier 2 | DirectStorage | Cloud Save | Trophies | Workshop | Quick Resume | Spatial Audio |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| PC Win64 | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Steam/Epic/Microsoft | Steam Workshop | N/A | Yes |
| PC Linux / Steam Deck | Yes | N/A | Tiered | Tiered | N/A | N/A | Yes | Tiered | Tiered | N/A | Tiered | N/A | N/A | Yes | Steam | Steam Workshop | N/A | Yes |
| macOS dev build | Yes | N/A | N/A | N/A | N/A | N/A | FSR Upscale | N/A | N/A | N/A | Metal mesh equivalent | N/A | N/A | Dev-only | N/A | N/A | N/A | Yes |
| PlayStation 5 | Yes | N/A | Yes | Yes | N/A | N/A | Platform upscaler | N/A | N/A | N/A | Platform equivalent | N/A | PS5 native SSD I/O | Yes | Yes | N/A | N/A | Yes |
| PlayStation 5 Pro | Yes | N/A | Yes | Yes | N/A | N/A | Platform upscaler | N/A | N/A | N/A | Platform equivalent | N/A | PS5 native SSD I/O | Yes | Yes | N/A | N/A | Yes |
| Xbox Series X | Yes | Yes | Yes | Yes | N/A | N/A | Platform upscaler | N/A | N/A | N/A | Yes | Yes | Yes | Yes | Yes | N/A | Yes | Yes |
| Xbox Series S | Yes | Yes | Yes | Tiered | N/A | N/A | Platform upscaler | N/A | N/A | N/A | Tiered | Tiered | Yes | Yes | Yes | N/A | Yes | Yes |
| Nintendo Switch2 docked | Yes | N/A | N/A | N/A | N/A | N/A | Platform upscaler | N/A | N/A | N/A | N/A | N/A | Switch2 SSD equivalent where available | Yes | Yes | N/A | N/A | Yes |
| Nintendo Switch2 handheld | Tiered | N/A | N/A | N/A | N/A | N/A | Platform upscaler | N/A | N/A | N/A | N/A | N/A | Switch2 SSD equivalent where available | Yes | Yes | N/A | N/A | Headphone virtualized |
| Cloud streaming | Provider | Provider | Provider | Provider | N/A | Provider | Provider | Provider | Provider | Provider | Provider | Provider | Provider | Yes | Account-linked | N/A | Provider | Provider |
Release Build Matrix#
PC Win64 ships with DX12, Vulkan optional support, and storefront builds for Steam, Epic Games Store, and Microsoft Store. PC Linux ships on Vulkan and must stay Steam Deck Verified. macOS is an Apple Silicon Metal 3.2 dev build only at launch, with ship consideration post-launch.
PlayStation 5 targets 4K/60 with ray tracing off plus a 1080p/120 performance mode. PlayStation 5 Pro targets 4K/60 with RT shadows enabled, or 1080p/120 in performance mode. Xbox Series X targets 4K/60, while Xbox Series S targets 1440p/60 with reduced VFX density. Nintendo Switch2 targets 1080p/60 docked and 720p/30 handheld with quality drops. Cloud streaming support covers GeForce NOW, Amazon Luna, and Xbox Cloud Gaming where publisher contracts permit.
Display And Graphics Settings#
Supported HDR output includes HDR10, HDR10+, and Dolby Vision where the platform supports it. The in-game HDR calibration wizard exposes paper-white luminance, maximum nits, and a reference scene preview. VRR is enabled on PS5, Xbox Series X|S, and PC.
The per-platform graphics settings menu uses platform-filtered controls for Resolution, Frame-Rate target, Upscaler, RT level, VFX density, Texture quality, Shadow quality, GI mode, Motion blur, Film grain, Bloom intensity, Chromatic aberration, Vignette, and DOF. Binary settings are toggles, frame-rate targets are segmented controls, quality tiers are selects, and Bloom intensity is a slider.
Ultrawide support covers 21:9, 32:9, and 48:9 with FOV-safe HUD bounds and multi-monitor span detection. The 4K mode selector exposes Native and Upscaled 4K as explicit options rather than hiding the upscaler choice.
GPU Vendor Extensions#
NVIDIA builds expose DLSS 3.5, DLSS Frame Generation, DLSS Ray Reconstruction, NVIDIA Reflex Low Latency, and Resizable BAR as per-extension graphics toggles. AMD builds expose FSR 3, Fluid Motion Frames, AMD Anti-Lag 2, Radeon Boost, and Smart Access Memory. Intel builds expose XeSS 2, XeSS Frame Generation, Intel ARC graphics tuning, and the Smart Access Memory equivalent.
The top-end PC path tracing preset is limited to RTX 5080+, RX 9000+, and top-tier Intel ARC hardware, and it discloses the performance impact before the preset is applied. Hardware RT scales by platform: top-end PC receives RT shadows, RT reflections, RT GI, RT AO, and optional path tracing; PS5 and Xbox Series X receive low-tier RT shadows and reflections; PS5 Pro receives RT shadows, reflections, and RT GI; Switch2 uses a software RT shadows fallback.
Patching, Storage, And Saves#
Patch delivery uses chunked downloads, per-platform incremental patches, and signed manifests. The day-one patch budget is 5GB maximum and subsequent patches target 2GB or less. Preload opens 48-72 hours before launch where the platform permits, with per-region staggered rollout to protect backend stability.
The base install cap is 80GB on console and 100GB on PC at launch. Chunked install makes Boot Menu, Training, and Tutorial available before the full download completes. The 4K texture pack is a separate optional install for lower-end consoles and space-conscious PC installs.
Cloud saves use the platform cloud service and EOS PDS double backing. The out-of-sync conflict path resolves through the §47 cloud-save conflict UI, and cross-progression binds through the §50 publisher account.
CI Gate#
The release gate compiles and cooks every feature flag for Win64, Linux, PS5, PS5 Pro, Xbox Series X, Xbox Series S, Switch2 docked, and Switch2 handheld. macOS remains compile-only while it is a dev-build target. Cloud streaming uses a streaming-session smoke gate because it depends on provider contracts and host images rather than a separate cooked platform.