Tim Sweeney says UE6 previews could be 2-3 years away

Jesus, just focus on getting UE5 optimized, Tim. This engine was hyped to high heavens early gen to make life of developers much easier, make development more efficient and deliver mindblowing visuals on consoles etc. In practice while it has delivered great visuals in certain cases it has also been marred with bad performance and lackluster optimization. The engine itself has scalability and tech to easily hang through next gen especially with slowing hardware advancements and lack of proper competition in the marketspace( most first-party studios and third-party studios have accepted last-gen pipelines as acceptable).

The fact that stuttering and visual jank is still a problem on pcs equipped with 5090s shows that optimization and polish is whats needed in the engine not rushing to the next gen.
 
Not really a new Engine.
New UI.
UEFN built in.
Verse Programming language.
I'm guessing since it's expected in 2 years or so it's a name change as they might have exhausted the 5.x numbering.
We are already at 5.6p
Tim promossed a little more than that. According to him, the engine will have a massive rewrite in order to work better with multiple cpu cores, as the UE 5 still do logics in a single core to this day. Also, the new version is supposed to unify the existing forks, the Fortnite (that is made to run on multiple platforms, like mobile) and the PC ones.

It's a pretty major change to me.
 
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The biggest limitation that's built up over time is the single-threaded nature of game simulation on Unreal Engine. We run a single-threaded simulation. If you have a 16 core CPU, we're using one core for game simulation and running the rest of the complicated game logic because single-thread programming is orders of magnitude easier than multi-thread programming, and we didn't want to
burden either ourselves, our partners, or the community with the complications of multi-threading.



Didn't know UE5 is still single threaded, that may explain the long shader compilation and micostutters
 
The biggest limitation that's built up over time is the single-threaded nature of game simulation on Unreal Engine. We run a single-threaded simulation. If you have a 16 core CPU, we're using one core for game simulation and running the rest of the complicated game logic because single-thread programming is orders of magnitude easier than multi-thread programming, and we didn't want to
burden either ourselves, our partners, or the community with the complications of multi-threading.



Didn't know UE5 is still single threaded, that may explain the long shader compilation and micostutters

That explanation was not about shader compilation.
Shader compilation uses MS dxc libraries. . And it uses a lot of threads. That is why it was crashing many Intel 13 and 14th gen CPUs.
 
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