In an interview with Lex Fridman, Epic Games' Tim Sweeney shared the first details about the next version of Unreal Engine, Unreal Engine 6.
Playtonic has officially announced they had to let some of their staff go; ask that other developers offer them a position if possible.
Layoffs are always sad but in this case, it makes sense? They've only developed two games of their own and their third is a remake of the first that's been taking a very long time. I can't imagine there's much revenue flowing in to sustain them
Xbox's handheld ambitions continue unabated, but the focus is shifting towards improving Windows 11 for third-party handhelds — for now. The Xbox Series X 'Melrose' successor is safe, with development continuing at full pace.
Funny to see the alt already damage controlling and having a meltdown with multiple accounts in the comments already.
Sad for MS if true, a dedicated handheld would go down a lot better than a rog ally 2 with an Xbox sticker on it I think.
Razer’s AI dev tools are coming to AWS, bringing smarter QA and gameplay support to the cloud. See how this could improve the games you play.
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.
Will it have games or just more decade long projects
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.