This is how a lot of the upgrades that go into Unreal Engine come about, but I assume they're detailing this as part of their response to Bluehole over PUBG.
UE4 input latency:
Console memory savings:
Large maps:
There are also a bunch of improvements to dedicated server performance.
We recently released a new PvP mode in Fortnite: Battle Royale. This new game mode drops 100 players into a large 5.5 km^2 playable area to duke it out and see who will be the last player standing. The scale of these requirements presented the Fortnite development team with several challenges, which will be discussed here.
In the course of developing the Battle Royale game mode weve made many performance, memory, and workflow optimizations that not only benefit Fortnite: Battle Royale but every developer using Unreal Engine 4, especially those building games with similar requirements.
All of these improvements are already available in both Perforce and GitHub. Many will ship in Unreal Engine 4.18 this month with the rest shipping in 4.19.
UE4 input latency:
While working on Battle Royale we identified some issues with input latency in the engine that particularly affected 30Hz games. We were able to make improvements to thread synchronization, reducing latency by around 66ms (the reduction will be around half that in a 60Hz title) to address this problem.
Console memory savings:
Here are some of the console improvements, which will ship in 4.18:
[XboxOne + PS4] Improved our low-level memory tracking tools to better identify potential memory optimizations.
[XboxOne + PS4] More efficient volume texture updates, which reduced peak memory by 240MB+.
[XboxOne] Added options for different render target layouts to maximize bandwidth utilization on the GPU depending on what rendering features are enabled.
[XboxOne] Reduced memory overhead in D3D12 descriptor heaps, and saved 120MB.
[XboxOne] Allocated and freed render targets on-the-fly to reduce memory usage by 100MB+.
[PS4] Optimized how we handle the texture streaming and defragmentation pools, saving 300-400MB.
Large maps:
Source: https://www.unrealengine.com/en-US/blog/unreal-engine-improvements-for-fortnite-battle-royaleBuilding and Rendering a Large Map
The map in Fortnite: Battle Royale has a playable area of 5.5km^2. You can see the entire map at once when parachuting in and we wanted to support long view distances during gameplay. We knew that we needed to optimize our level-of-detail solution to make that possible.
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We used the Hierarchical LOD (HLOD) feature in the engine, backed by Simplygon, to combine regions of the map into single low-poly meshes that could be drawn in a single draw call when viewed from a distance. Those tools already exist we use them in Paragon but we needed to make changes to allow our artists to be more efficient.
The way the map was broken up so that artists could collaborate on it didnt mesh well with our HLOD tools. We made some changes to HLOD to better support that workflow and added a commandlet to rebuild all HLODs in the map that could run overnight rather than requiring artists to rebuild HLODs locally.
There are also a bunch of improvements to dedicated server performance.