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		<title>Venice in Unreal: Scans Factory’s UE5.7 Demo Goes Public</title>
		<link>https://digitalproduction.com/2025/12/03/venice-in-unreal-scans-factorys-ue5-7-demo-goes-public/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 03 Dec 2025 09:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[architecture generation Unreal]]></category>
		<category><![CDATA[Epic Unreal Engine]]></category>
		<category><![CDATA[procedural buildings Unreal]]></category>
		<category><![CDATA[Unreal]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/highresscreenshot00070_stripes-scaled.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A picturesque scene of a canal in Venice with a stone bridge overhead. Gondolas are moored along the cobblestone banks, reflecting in the calm waters under the warm glow of the setting sun. Historic buildings line the canal, creating a charming atmosphere." /></div><div><p>Venice rebuilt in Unreal Engine 5.7. Scans Factory’s new free demo shows off Lumen, Nanite, and solid optimisation, just don’t expect DLSS 4.</p>
<p>The post <a href="https://digitalproduction.com/2025/12/03/venice-in-unreal-scans-factorys-ue5-7-demo-goes-public/">Venice in Unreal: Scans Factory’s UE5.7 Demo Goes Public</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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<p class="wp-block-paragraph"><a href="https://www.scansfactory.com">Scans Factory</a> has released a free <em><a href="https://scansfactory.gumroad.com/l/DEMO-Venice" title="">Next-Gen Tech Demo</a></em> for <a href="https://www.unrealengine.com">Unreal Engine 5.7</a>. The project recreates the city of Venice using <a href="https://digitalproduction.com/tag/unreal-engine-3/" title="Unreal Engine">Epic</a>’s latest engine build and demonstrates the use of its core realtime features: Lumen (global illumination and reflections) and Nanite (virtualised geometry rendering). The scene includes over 500 modular assets: stylised buildings, bridges, courtyards, cafés, and public squares filled with small environmental details. The visual tone leans toward realism with slight stylisation, designed to illustrate UE5.7’s lighting and geometry improvements in dense urban layouts. Also: I nice walk in the afternoon, no mater how bad the weather is outside.</p>



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</div></figure>



<h3 id="performance-solid-but-no-dlss" class="wp-block-heading">Performance: Solid but No DLSS</h3>



<p class="wp-block-paragraph">According to performance testing on <em>DSOGaming</em>, the demo runs at around 40 FPS in native 4K on Cinematic settings and 65 FPS on Ultra settings. The test system used an AMD Ryzen 9 7950X3D, 32 GB DDR5-6000, and an NVIDIA RTX 5090 under Windows 10 (64-bit) with GeForce driver 581.80. Notably, the demo does not include support for DLSS 4 or any other upscaling technology. Despite this, frame stability at Ultra settings indicates a well-optimised Unreal Engine 5.7 environment for high-end hardware.</p>



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<h3 id="content-and-availability" class="wp-block-heading">Content and Availability</h3>



<p class="wp-block-paragraph">The Venice demo can be downloaded free of charge from Scans Factory’s distribution page. A walkthrough video and a comparative clip showing UE5.4 versus UE5.7 versions accompany the release, illustrating incremental engine performance improvements. Scans Factory notes that the project uses entirely self-authored assets. No pricing information applies, as this is a public showcase rather than a commercial release.</p>



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</div></figure>



<h3 id="context-ue5-7-in-the-wild" class="wp-block-heading">Context: UE5.7 in the Wild</h3>



<p class="wp-block-paragraph">Unreal Engine 5.7 has been appearing in a growing number of fan-made and experimental projects. Other recent community tech demos include remakes or reinterpretations of titles such as <em>Halo 3: ODST</em>, <em>Spider-Man</em>, and <em>STALKER</em>, as well as small-scale environment studies like “Rome Italian Town” and “Witcher-like Village.” While such projects are non-commercial and unofficial, they offer insight into the rendering behaviour and efficiency of Epic’s evolving engine pipeline.</p>



<h3 id="test-before-production" class="wp-block-heading">Test Before Production</h3>



<p class="wp-block-paragraph">As with all publicly shared Unreal Engine demos, performance and compatibility can vary by hardware configuration. D’uh. And, if you need some proper cicchetti, have a laugh about the Milanese or just take a relaxed walk in the absurd city, this is for you. Bonus Points if you find the spot where Indiana Jones climbes out in front of the Church, and says: “Ah, Venice!” </p>



<p class="wp-block-paragraph"><a href="https://scansfactory.gumroad.com/l/DEMO-Venice" title="">Get your walkies on in Vencie here.</a></p><p>The post <a href="https://digitalproduction.com/2025/12/03/venice-in-unreal-scans-factorys-ue5-7-demo-goes-public/">Venice in Unreal: Scans Factory’s UE5.7 Demo Goes Public</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:description type="html"><![CDATA[A picturesque scene of a canal in Venice with a stone bridge overhead. Gondolas are moored along the cobblestone banks, reflecting in the calm waters under the warm glow of the setting sun. Historic buildings line the canal, creating a charming atmosphere.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">233493</post-id>	</item>
		<item>
		<title>TD Meetup 08: Procedural Content Generation with Unreal</title>
		<link>https://digitalproduction.com/2024/08/13/td-meetup-08-procedural-content-generation-with-unreal/</link>
		
		<dc:creator><![CDATA[Alexander Richter]]></dc:creator>
		<pubDate>Tue, 13 Aug 2024 08:11:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Podcast & more]]></category>
		<category><![CDATA[architecture generation Unreal]]></category>
		<category><![CDATA[game asset optimization PCG]]></category>
		<category><![CDATA[PCG for environmental artists]]></category>
		<category><![CDATA[PCG level design tools]]></category>
		<category><![CDATA[PCG tools for level design]]></category>
		<category><![CDATA[procedural assets in games]]></category>
		<category><![CDATA[procedural buildings Unreal]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=186324</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/08-PCG-with-Unreal.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="Procedural Content Generation with Unreal" /></div><div><p>Procedural Content Generation is a technique in which content is generated through the application of an algorithm, as opposed to being created manually.</p>
<p>The post <a href="https://digitalproduction.com/2024/08/13/td-meetup-08-procedural-content-generation-with-unreal/">TD Meetup 08: Procedural Content Generation with Unreal</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/alexanderrrichter/">Alexander Richter</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/08-PCG-with-Unreal.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="Procedural Content Generation with Unreal" /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:2623,&quot;href&quot;:&quot;https:\/\/www.alexanderrichtertd.com\/post\/procedural-content-generation-with-unreal-td-meetup&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251014171430\/https:\/\/www.alexanderrichtertd.com\/post\/procedural-content-generation-with-unreal-td-meetup&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 04:21:50&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2025-12-28 04:21:50&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph">PCG typically involves a combination of human-designed assets and algorithms that use computer-generated random numbers and computing power.</p>



<p class="wp-block-paragraph">The use of procedural content generation (PCG) tools can greatly benefit environmental artists and level designers, especially when working on environmental assets such as buildings, roads, lighting, and architecture. In addition, optimizing assets and exploring solutions can increase efficiency within the project pipeline.</p>



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</div><p>The post <a href="https://digitalproduction.com/2024/08/13/td-meetup-08-procedural-content-generation-with-unreal/">TD Meetup 08: Procedural Content Generation with Unreal</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/alexanderrrichter/">Alexander Richter</a>. </p></div>]]></content:encoded>
					
		
		
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