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Unreal Engine 6

ngon master
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iam717 ngon master
Thoughts?

Link:

Video:

A comment said they are using their own coding language?
Highly sus to me, i can see problematic moves there if this is true.

Just want to hear what people whom use this think.
Mods: i didn't know if this should be in the unreal specific thread or general.


Replies

  • poopipe
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    poopipe grand marshal polycounter
    Verse looks fine as a language - i watched a talk on it a while back and it has some features I think are a really good idea for this application. 
    If you're doubting epic's ability to invent a language for making unreal games you should probably just stop - they've been doing it forever.

    as far as UE6 goes... 
    I don't think i give a shit anymore..  ue5 is shit to work with, 6 will be 5 with a bigger number written on it and some new features that won't work properly until 6.10
  • Eric Chadwick
  • poopipe
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    poopipe grand marshal polycounter
  • zetheros
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    zetheros insane polycounter
    earthshattering news as always. Revolutionary. This will change EVERYTHING in gaming.
  • poopipe
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    poopipe grand marshal polycounter
    Technically I made it onto the front page 
  • ZacD
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    ZacD quad damage
    I hope there's some sort of interesting visual graphics feature by the time it releases, although it's probably just going to be DirectX DXR2 support/integration. Personally I don't mind if the number goes up with every console generation, but it's looking very incremental.
  • Pixelbear
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    Pixelbear polycounter lvl 17
    There are only so many iterations of hammer you invent until you realize that we are out of wood and the nails are bent.
  • poopipe
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    poopipe grand marshal polycounter
    ZacD said:
    I hope there's some sort of interesting visual graphics feature by the time it releases, although it's probably just going to be DirectX DXR2 support/integration. Personally I don't mind if the number goes up with every console generation, but it's looking very incremental.
    in fairness they do tend to bump version number when they do something major -
     the 3-4 change was large,
     the 4-5 change seemed smaller but they did make some major architectural changes 
     introducing verse is  another large change

    i lost faith cos i had to ship actual product on 5.0-5.2 and they were complete shite wrapped up in vast amounts of hype and marketing. 
  • AdrienTriangles
    poopipe said:
    ZacD said:
    I hope there's some sort of interesting visual graphics feature by the time it releases, although it's probably just going to be DirectX DXR2 support/integration. Personally I don't mind if the number goes up with every console generation, but it's looking very incremental.
    in fairness they do tend to bump version number when they do something major -
     the 3-4 change was large,
     the 4-5 change seemed smaller but they did make some major architectural changes 
     introducing verse is  another large change

    i lost faith cos i had to ship actual product on 5.0-5.2 and they were complete shite wrapped up in vast amounts of hype and marketing. 
    very much agreed  Hype/Marketing are the words. . 4.27 im good to keep.
    Now I understand, depends on projects/products you ship etc. 5 / 6 could be handy. when it comes to "hardcore" projects, I ll always pick UE4.

  • ZacD
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    ZacD quad damage
    So Tim Sweeney basically said no big new rendering or graphics features. Merging UE5 and UEFN. No more Blueprints. UE6 early access late 2027, full release 12-18 months later.

    But there's a new version control system called Lore.

    https://www.unrealengine.com/news/the-road-to-ue-6

    Really nothing interesting for game artists.
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