Did they say anything about stuttering and/or FIXING it?
None of this other shit will ever matter to me.
It was the very first thing they addressed at the conference with the upcoming UE 5.8Did they say anything about stuttering and/or FIXING it?
Another trash
|Its a Stutter Slop,low resolution Slop, a Upscaller Slop, Lumen Slop, Aliasing SlopIs UE6 another Woke Slop?
Money says no.The only question is if they have finally fixed the engine stutters. FFS, this has been an issue for 2 generations.
Great news! We fixed the stuttering issues that has plagued you all in the past!!!The only question is if they have finally fixed the engine stutters. FFS, this has been an issue for 2 generations.
Instead of fixing this shit engine he should buy a 5090 instead??Buy a 5090
Development takes time and switching engine versions mid development that's far along already can be a major headache, 5.6, 5.7 and 5.8 all offer major performance increases, yet there's been no major releases running on 5.6 even though it's been out over a year now.We are just now in the gen starting to see good unreal engine 5 games and performance. What, 6 years into it or more?
He's right. The game looks great on a 5090.
Stop being poorDid they say anything about stuttering and/or FIXING it?
None of this other shit will ever matter to me.
I didn't watch the video but I read notes off their website.
For smaller developers and studios out there who care and use UE; Verse (Unreal Script) replacing Blueprints (Visual Scripting) in UE6 seems like a big deal especially for generalists.
Also Version Control is going to be not buggy anymore and easy to use again in-engine like it was back in UE4.
Along with some other things, it feels like the future will be either sticking to UE4 which a bunch of people still do, and moving on from UE5 to UE6.
Buy a 5090
Key AI Features in UE6
- Content Generation: Generative AI models (such as Claude and Codex) are embedded into the engine to assist with creating environments, textures, and assets.
- Coding Assistance: AI models help developers write code, analyze crashes, and even auto-generate tests.
- Level and Character Setup: AI assists with tedious level assembly and character setup, allowing teams to iterate much faster
I hope you're joking because this is the most irrelevant retarded reply I readBuy a 5090
You can use Claude or Chat-GPT. <3 Maybe Grok one day? <3<3<3Creativity and productivity multipliers with your preferred models
On the topic of model-assisted creation, we see it helping tighten iteration loops and reducing time-consuming manual setup of levels, character rigs, particle systems, skinning bone weights, as well as adjusting lighting, etc: all the manual work required to translate professional creative intent into interactive, performant, and cross-platform games. Crucially, Unreal Engine is uniquely placed to be the efficient, cross-platform, high-fidelity runtime that will remain the substrate on which much of the world's best games run.
Thus, for UE6, we see LLMs, generative AI models, and tools like Claude and Codex playing a central role in helping you build content faster while maintaining the creative control you need. A big part of our effort is going into exposing a broad set of engine capabilities through the MCP protocol, so that developers can mix and match the best leading-edge models and build custom integrations of all sorts on an open Unreal Engine 6 MCP foundation. We are also improving the Epic Developer Assistant (EDA) as an optional turnkey solution, available to all by default.
Our goal for UE6 is to greatly reduce the tedious work in authoring content to leave more time for creative exploration, and increase the amount of iterations a team can make to polish their content. UE6 will ship with tools and workflows where you can choose to bring your own favorite models, battletested against internal development and in UEFN.
Also, internally at Epic, we've been doing a lot of investigation to see what works and what doesn't for code generation. We recently opened up pretty broad usage for code generation and AI analysis across our backend, engine, and game development engineering teams.
We've had particular success with people writing custom tools for their own work, fast code indexing tools for helping LLMs deal with large codebases like Unreal Engine, fast incidence response analysis, automated root cause crash and CIS job failure analysis, automated test generation, and of course the acceleration and parallelization you'd expect on backend service development.
What's interesting is that most of these use cases aren't even generating mainline Unreal Engine code, though that will probably come eventually as well. You can expect Unreal Engine 6 to also include all of the key learnings for using codegen for engineering along with content workflows.
Everything uses unreal and unreal runs on AI.
He's right. The game looks great on a 5090.
But also Starfield isn't using Unreal Engine so I'm not sure where you're going with this.
Oh, it'll perform better, lol.I won't give a damn unless it is optimized and performs better.
Doesn't fix shader comp stuttering or traversal stutters sadly.Buy a 5090
Traversal stutter is an issue since UE1The only question is if they have finally fixed the engine stutters. FFS, this has been an issue for 2 generations.
Buy a 5090