RipTen: "You always run the risk of alienating people when you alter core mechanics, and that was the focus of our recent conversation with Epic Games Lead Level Designer, Jim Brown."
CEO Sebastian Wojciechowski: "Today we made a very difficult decision to suspend the development of project Gemini and project Bifrost - the relevant current reports have been released to the market.
The suspension of the Gemini project is a consequence of the fact that the Publisher has not presented us with a draft of the subsequent content rider to the Publishing Agreement covering the terms and conditions of further milestones on project Gemini and the lack of communication from the Publisher as to its willingness to continue or terminate the Gemini project."
They somehow have at least eight or nine different studios across the world with roughly 500+ people there. Development must be a mess behind the scenes at this place. Their last original project was released in 2021, most likely done in 2020 if not for COVID, which means these projects are probably over five years old or close to it by now.
The saga of the legal battle that sees Epic Games fight Apple in the attempt to bring Fortnite back to iOS has just gained another chapter.
In an interview with Lex Fridman, Epic Games' Tim Sweeney shared the first details about the next version of Unreal Engine, Unreal Engine 6.
It’s going to come packed with a bunch of flashy, buzzword-filled features that no one will actually be able to use without tanking performance. And just like every iteration of that engine before it, the excuse won’t be that it’s poorly optimized, no, it’s "forward-thinking" and the hardware just isn’t ready to keep up.
But since it saves studios from having to invest in developing their own internal engines, it’ll still end up being widely adopted across the industry.
I find this odd. How am I expected to be excited with future promises when mired by the current legacy of UE5 and its myriad of technical shortcomings that have yet to be solved, even years after release.
Of course they should be working towards the future, but talking about it while UE5 still has many unsolved issues years after it has been the de facto standard? An engine used by so many, after so many years, with the backing of a company as grossly cash-rich as Epic shouldn't have so many problems still.
And the optics - even if not the truth of the matter - is you're putting time & resources into UE6 at the expense of UE5; your current product still needs quite a lot of attention. Unless the message is "we're abandoning UE5 because it's issues are systemic, and we hope UE6 can address that mess by moving on as quickly as possible".
I was attempting to reframe my comment as I watched more of the video, but the edit timed out. So here is a nearly completely different comment lol:
The number forks/fragmentations of UE5 feels like - from a laymen's perspective - a plausible explanation for why the engine, 3 years post release, has continued to have the same problems today as it did from day 1. Sounding as if they can't really find a way to cleanly coalesce each of the seven disparate variants, it seems hopes lie with being able to do so in the years leading up to the launch of UE6.
That said, if they have so many specific versions, then it does still kind of boggle the mind why issues, like compilation stutter, are still so pervasive. Seems in this specific scenario, the fragmentation could potentially be useful for at least helping to narrow down platform specific issues/solutions.
Clearly not the case, so hopefully they can make UE6 more unified to allow for more focused, streamline engine development.
It feels too soon to talk about UE6. It feels like UE5 barely got tapped, only a handfull of games really showed its potential.
I'm not the biggest Gears fan, but it's always interesting to hear insight from those involved in designing the games. Excellent interview.
Nice interview!
I am a big fan of the video at the end, from 2006. "Brought to you by Netscape."
As mediocre as possible to grab that cash fast more like it!
And I'm thankfull for that. I was getting sick of playing a shotgun feast multiplayer in the previous versions. Now I can use the lancer and not get pawned. This game is a must buy for 360 owners.