Tim Sweeney Says Unreal 6 Is a Few Years Off, and Is Aimed at Bringing the Best of Both Worlds Together

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Image: Epic Games

Players and developers who want to see Unreal Engine 6 in action will have to wait a bit longer, but they could see a preview within the next couple of years. It’s been three years since Unreal Engine 5 was made available to the public, and since then, it has furthered UE’s dominance in the gaming industry. While there are still a handful of in-house engines in use, such as Bethesda’s Creation (The Elder Scrolls, Fallout, Starfield) and id Tech (Doom), Capcom’s RE Engine (Resident Evil), EA’s Frostbite (Battlefield, Mass Effect, Dead Space, assorted sports titles), Crytek’s CryEngine (Crysis, Hunt Showdown, Star Citizen, Kindgom Come: Deliverance), to name a few but when it comes to indie developers, and a number of other AAA studios, UE is still the go-to choice for many.

Fortnite continues to be one of Epic Games’ largest sources of revenue, so it’s no wonder that the Epic Games CEO repeatedly mentioned it in a recent interview with Lex Fridman when asked about the current state of Unreal Engine 6. Sweeney explains that there are currently two very distinct uses of Unreal Engine 5. They are either for Fortnite-related projects, such as adding new APIs and features, or game development, but not all features have been, or currently can be, integrated into Fortnite but that’s why its a goal for Unreal Engine 6 to bring the best of both worlds together in enabling complete integration into both development pipelines.

“And so the place where all of these different threads of development come together is Unreal Engine 6. And it’s a few years away. We don’t have an exact timeframe, but we could be seeing preview versions of it perhaps two to three years from now. And we’re making continuous progress towards it.”

-Tim Sweeney, Epic Games CEO

Great effort is also being put forth into ensuring the new engine is stocked with assets while also increasing ease of use. Focus on large-scale simulations is another goal for the next engine. From creating content for Fortnite, whether it be an island where a developer can import items and cosmetics, to making standalone projects, UE6 is intended to allow developers an out-of-the-box experience by enabling the full creation and shipping of their products.

“Greater ease of use, meaning it will be easier to hire programmers who are familiar with and experienced with a thing, but also ensure that every game developer has the full deployment capabilities so that they can build a game once and then ship it anywhere.”

-Tim Sweeney, Epic Games CEO

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MadMummy76
MadMummy76 👍 4

Unreal engine has ruined optimization. Why do we put up with the same stuttering mess in every game?

It's exactly this "best of both worlds" approach is what is causing a lot of problems. 99% of games don't need the features made for fortnite.

Peter_Brosdahl
Peter_Brosdahl 👍 1

Yeah, I'm mixed at best when it comes to UE for the very same reasons. Shouldn't always have to hit the nail with the biggest hammer in the shop every time to get past various performance issues, or at least reign them in enough to where they are not a major hindrance.

DrezKill
DrezKill 👍 2

Unreal Engine 1 and 2 were f*cking sick. UE3 wasn't bad but that's when the Unreal Engine series really started becoming middleware and losing focus, while idTech went back to its roots of being only for very specific games. UE4 came and it was kinda more of the same in general, but they started diversifying more, and the engine was being used to make TV shows and movies and crap (like The Mandalorian). UE5 turned out to be some real trash, at least as far as optimization goes. Quite the opposite of the engines Tim Sweeney used to make. The dude lost his way years ago. But then again, Epic Games is NOT even remotely the same company as Epic MegaGames. Especially not after Tencent put their dirty grubby hands in the pot.

I will admit that the dev side has been getting better and better, with the tools and support and licensing agreements and whatnot. That's probably one of the reasons why the UE series of engines has proliferated so much. Although in my own experience the Unreal Engine development SDK was always a real f*cking pain in the @ss to integrate with Visual Studio.

S
Stoly 👍 1

"DrezKill, post: 95919, member: 230" wrote:

Unreal Engine 1 and 2 were f*cking sick. UE3 wasn't bad but that's when the Unreal Engine series really started becoming middleware and losing focus, while idTech went back to its roots of being only for very specific games. UE4 came and it was kinda more of the same in general, but they started diversifying more, and the engine was being used to make TV shows and movies and crap (like The Mandalorian). UE5 turned out to be some real trash, at least as far as optimization goes. Quite the opposite of the engines Tim Sweeney used to make. The dude lost his way years ago. But then again, Epic Games is NOT even remotely the same company as Epic MegaGames. Especially not after Tencent put their dirty grubby hands in the pot.



I will admit that the dev side has been getting better and better, with the tools and support and licensing agreements and whatnot. That's probably one of the reasons why the UE series of engines has proliferated so much. Although in my own experience the Unreal Engine development SDK was always a real f*cking pain in the @ss to integrate with Visual Studio.

thing is Unity is not much better.

AFAIK UE5 is great for real time virtual world rendering that's used in lots of tv shows/movies. Sure, you need dozens of RTX x90 level of cards, but still.

Peter Brosdahl
As a child of the 70’s I was part of the many who became enthralled by the video arcade invasion of the 1980’s. Saving money from various odd jobs I purchased my first computer from a friend of my dad, a used Atari 400, around 1982. Eventually it would end up being a lifelong passion of upgrading and modifying equipment that, of course, led into a career in IT support.

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