Business Unreal Engine 6 Announced, First Real-Time Footage Showcased With Rocket League - Psyonix's free-to-play title makes its first engine jump since its 2015 launch, sporting massive improvements to visual fidelity.

1779698250900.png
Almost six years after the release of Unreal Engine 5, the next generation of Epic Games’ engine has been revealed at the Rocket League Championship Series 2026: Paris Major. Known, shockingly, as Unreal Engine 6, it will be incorporated into Psyonix’s free-to-play vehicular sports title.

A short trailer with real-time in-game footage, and from the outset, it sports extensive improvements to reflections, lighting quality, foliage and effects. Granted, it wasn’t an actual ongoing match, nor is there any indication of a release window, but it’s still a massive leap forward for Rocket League, which has used Unreal Engine 3 since release.

It’s pretty much a given that Epic’s other franchises, including Fortnite, LEGO Fortnite, and more, will shift to Unreal Engine 6 in due time. However, CEO Tim Sweeney believes it will be the “nexus point” for the studio’s work from Unreal Engine 5, combining the Unreal Editor for Fortnite with the main engine.

Whether that will influence Creator Made Experiences and how easy it is to make them remains to be seen. Sweeney did mention that preview versions of Unreal Engine 6 could arrive in 2027 or 2028 as the team makes “continuous progress.” Judging by this latest trailer, it may just be on track for next year. Time will tell, though, so stay tuned for further updates in the coming months.
-----
Article
 
the vast majority of people today don't even know the engine's namesake
even less will be able to run games utilizing it
can't wait for the inevitable "remaster" of some early 2000s game like Morrowind requiring a nuclear powered CPU, 1TB of RAM and a 128GB GPU for 480p30 (upscaled to 4k60 with the state of the art framegen)
 
Holy shit I had no idea UE5 has been out for 6 years why has it sucked so much ass for so long?
Epic games probably has such a bad turnover rate of employees coming and going trying to even mess with the engine's backend, all thanks to the rampant niggerrich annual spending on all the collabs for fortnite (accelerated even further when the metaverse started in chapter 5)
 
the vast majority of people today don't even know the engine's namesake
Seeing how much shittier UE gets with every installment is especially disappointing when you were there on the ground floor. Unreal and UT were groundbreaking to the point where people couldn't believe what they were seeing at the time. The name Unreal was synonymous with excellence.

Now when you hear it, you think of ugly garbage that runs like shit.
 
meh, I was fine with like Skyrim graphics. If we could just stay there for like 15 years refining those graphics while maybe working on how to make the next leap revolutionary but also well executed that would be better than this shit we have going on now.
 
Are they really picking Rocket League to showcase their new engine? A game that consist of one ball and 6 cars driving around a big empty 3D rectangle in its most graphically demanding configuration! Under 15s of footage of one car and half of it spent on a game menu.
This choice make it sound like the engine's performance is at an all time low.
 
The Unreal Engine went wrong when Timmy Tencent made it for niggers Indians.
UE6 will be way worse than UE5. I hope you guys enjoy the shader compilation time...
 
Última edición:
Holy shit I had no idea UE5 has been out for 6 years why has it sucked so much ass for so long?
Epic games probably has such a bad turnover rate of employees coming and going trying to even mess with the engine's backend, all thanks to the rampant niggerrich annual spending on all the collabs for fortnite (accelerated even further when the metaverse started in chapter 5)
Layman's take here but is it really the engines fault or devs thinking post processing is a replacement for proper art?
At a structural level, UE5 is kind of ass because Epic has taken the approach of "Just throw all the fortnite money at it" when it comes to resourcing and staffing the project. This increased the number of major features they could work on at once, but decreased the quality of the people they could hire - the pool of 'real time graphics and physics engineers' is fairly shallow, its a very specialist field. This lead to a lot of features coming out that were both designed to work together, but were generally too unstable or resource intensive to actually be used as a primary production option if you wanted it to run well on the current console market. The engine isn't miserable or anything, still leagues beyond Unity, but it does suck that much of the dev effort feels like its wasted into showcase features that aren't actually viable.

The other half of the "UE5 sucks" part is that its release coincided with a massive expansion of the industry that both normalized a generic form of photorealism to make massive art teams more viable (super tl;dr but the bigger the number of artists you need, the harder it is to find enough of them capable of style matching something unique, but anyone can do 'realistic') and a massive expansion in designers and system developers who were simply not very good at their jobs - same root cause as the fortnite money sinking the UE5 dev teams quality, there's just not enough actually good people out there. Unreals best tools actually make this worse, blueprints as a visual scripting system can very easily be abused by people who probably shouldn't be wiring core systems to create functionality, and blueprint spaghetti can really tank shit. I digress though, the key element is that UE5 launched into the start of an era of reduced artistic and technical quality among studios, which then both failed to be able to take advantage of its new capabilities, and failed to use it in a performant and stable way.

I'm not sure whether to be pleased or concerned with a UE6 reveal so soon - Traditionally, this would indicate that UE5 should be going into a final LTS version that might actually be useable, but most of its headline features are still heavily WIP. Normally one could assume they're pumping the brakes on feature branch work, focusing in on stabilization, and then UE6 is basically UE5 + two years of held feature dev dropping into a new dev cycle. However, Epic is retarded and now financially worried, and I suspect they're rushing UE6 out to justify a new revenue model to make up for the now established fortnite decline. The free money printer is running low, and so they can't keep shoveling it into Unreal Engine and EGS.
 
Atrás
Top Abajo