Hello Unreal Engine community. I’m Julie Gaskin, Staff Developer Evangelist, from the ARM Ecosystem Team. Visual quality is now a frontline priority for mobile game developers. With each generation, mobile hardware grows more capable, narrowing the gap between smartphones and traditional gaming platforms. GPU power is rising, and features once reserved for PC and consoles, like complex lighting and high-fidelity effects, are becoming increasingly common in mobile titles.
But even with these advances, mobile devices still face tight limits. They’re battery-powered, prone to overheating, and render to high-resolution displays with extremely dense pixels. That makes every pixel and every optimization count.
Modern mobile games are pushing these limits with complex lighting, post-processing effects, dynamic worlds, and even early explorations of ray tracing. However, rendering to densely packed screens at high frame rates takes a toll. It draws significant power, taxes the GPU, and drains the battery quickly—especially when aiming for the kind of visual polish players now expect.
How Fortnite uses Arm ASR to push mobile gaming further
When you’re shipping a game as visually ambitious and performance-demanding as Fortnite, you’re always looking for ways to stretch every bit of power from mobile hardware.
Mobile devices are under constant pressure from both CPU and GPU workloads, especially when aiming for consistent 60Hz gameplay. Arm ASR is a way to reduce GPU pressure while preserving (and in some cases improving) the visual quality we deliver to players.
But what really makes Arm ASR powerful is this: it allows the team to re-enable features previously disabled on mobile just to stay under thermal and performance limits. Features like ambient occlusion, additional shadow cascades, and post-processing enhancements are now viable again, even during extended play sessions.
Smooth integration with real impact
Arm ASR was nearly drop-in ready when the Fortnite team began integrating it. They had to make a few renderer-side adjustments, particularly around how their mobile pipeline handled scene inputs (a change that was upstreamed into Unreal Engine). One of the earliest challenges was ghosting, especially in fast-moving scenes or where transparency was involved, such as foliage, particle effects, or weapon glints.
To resolve that, the team enabled the reactive mask, a feature that dynamically identifies pixels where temporal artifacts are likely. They integrated this capability directly into the mobile renderer API, so the mask updates in real time based on scene changes. The result? Ghosting is minimized, and image stability is greatly improved. The engine-side changes made to support this are now available in the latest version of Unreal Engine.
Designed to protect performance over time
Originally, Fortnite’s primary goal with Arm ASR was thermal and power optimization, which is especially important on high-end devices targeting 60Hz. With Arm ASR enabled, there were immediate reductions in GPU time, which translated directly to lower skin temperatures, less thermal throttling, and longer sustained play.
But this isn’t just about saving power—it’s about protecting performance across long sessions. Fewer thermal spikes mean more consistent frame rates, smoother gameplay, and happier players.
One solution, every platform: Arm ASR is fully agnostic
Arm ASR is platform-agnostic and vendor-neutral. It runs on any GPU and supports all major graphics APIs, including Vulkan, OpenGL ES, and DirectX 11 and 12.
Because it’s fully shader-based, ASR integrates smoothly into any pipeline, whether you’re targeting Android, iOS, or considering cross-platform deployment.