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[–] 51 points 2 days ago (5 children)

The market will respond accordingly.

If you haven't heard of Godot, look into it. Doesn't have the flash of UE, but it is quite capable and FOSS.

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  • [–] 6 points 1 day ago (1 child)

    Doesn’t have the flash of UE

    I'm guessing (I haven't used UE) that's largely because UE adds a lot of graphics effects for the dev by default whereas in Godot you start with more of a blank slate. So something made by an inexperienced dev will look better (and run poorly) in UE.

    I don't remember if they mentioned that explicitly in this vid:

    For example

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  • [–] 1 point 16 hours ago

    I am probably going to get downvoted, but Godot isn't a replacement for UE (yet). It can be used if one is a solo dev, or can be used to replace Unity.

    I have used Godot and am using UE almost daily, I have also used some assets in the video. 70 FPS for those low poly assets on a tiny map, running on RTX 5080 isn't good, quite the opposite. I'll get much better result in UE using the exact same assets. The video doesn't talk much about UE.

    Most assets are made with UE/Unity in mind. So they'll 'look good' if you just import into those engines. Every engine uses a different way of setting up lighting, refelctions, shadows. If I directly import a UE asset into Godot, it will look bad because I have to setup lighting for it.

    Someone made a comparison of reflections in Godot and UE on discord. Reflections look wrong in Godot when you compare that to UE. Godot is getting better, but it's not quite there yet. In O3DE's (another foss game engine, but slop) discord, someone vibecoded its renderer Atom, into Godot, and even that slop had better reflections.

    Also the reason people use UE is not just good lighting/flash, it's things like Blueprint, Gameplay Abilities system, accessible facial mocap, GASP, templates and other systems already implemented for you. All of these are not primary focus in a general use engine like Godot/Unity. I need to use a separate plugin for terrain scultping in Godot. I know devs (mostly designers) who use UE just because of the Blueprint visual scripting.

    What I don't get is, there are other small open source engines that have much better 'defaults'. Maybe it's the Godot Foundation's way of having everything done differently. Or maybe they can't do a breaking change when they are supporting really old hardware too.

    I don't think games made with Godot look bad, quite the oppsite if people look at devlogs or posts shared by devs on socials. It is really great for the PSX style games.

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  • The market will respond accordingly

    No it will not. Google is all in on AI slop and everyone still uses Google products. So is Microsoft and majority of people still use their products. There are many more examples too of things that go all in on AI, get predicted to fail, and then nothing happens.

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  • [–] 28 points 2 days ago

    Just use Godot.

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  • I...The actual fuck? The devs did say they would add AI functionality to Unreal Engine 6, but I didn't realize they would just turn it into an expensive slop generator. 🥴 Love it when corpos engage in the race to the bottom of the filthy profit seeking barrel; it kickstarts good open source peeps to create great and useful software. 😉

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  • [–] 28 points 1 day ago (7 children)

    That said, UE6 will keep doing the things you want Unreal Engine to do. Rendering will keep getting better. Cook times will come down. Iteration loops will get tighter. Mobile is increasingly capable.

    Even the press release is LLM authored, I see.

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  • [–] 9 points 1 day ago (6 children)

    Chat, how do I words?

    Make words go now!

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  • [–] 3 points 1 day ago* (last edited 1 day ago) (4 children)

    At this point, I'm just waiting for the day when I'll try to initiate a conversation with a meat-drone, and instead of asking ChatGPT what opinion they're supposed to have about what I'm saying to them, they'll completely surrender the last vestiges of their shredded cognitive capabilities and just hold out their phone so I can chat with their LLM directly and leave them out of it. Probably while drooling a bit.

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  • [–] 3 points 23 hours ago (3 children)

    I’m getting to that point rapidly. I have a friend who feeds FAR too much PII to his favorite jumped up autocorrect… mostly medical. Nothing I’ve said dissuades him from this perilous path. Nor does any idiocy from the likes of Scam Norman.

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  • [–] 1 point 16 hours ago (2 children)

    We might be looking at the latest incarnation of natural selection here. You tried your best to help your friend act in their own best interest and were rebuffed. It's a shame, but what else is there to do but let it play out?

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  • [–] 2 points 14 hours ago (1 child)

    Absolutely nothing.

    The worst part is that he’s very progressive and quite outspoken about it… in a deeply red and rural part of a red state. I can see a number of bad scenarios playing out.

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  • [–] 21 points 2 days ago (4 children)

    For now, to make all this work, Verse runs on a single thread and calls C++ code built via a custom LLVM compiler that automatically transactionalizes the C++ code.

    I have many words, and let's just say none of them good

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  • [–] 5 points 1 day ago (3 children)

    …single thread

    If I had a dime for every time a single threaded process caused a performance issue I’d have enough for a few nice dinners.

    It’s 2026, if you can’t effectively multi-thread and learn to parallelize processes i question your effectiveness as a dev. Especially in performance oriented and scalable apps.

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  • [–] 5 points 1 day ago

    It’s 2026, if you can’t effectively multi-thread and learn to parallelize processes i question your effectiveness as a dev.

    Especially when you're architecting an engine targeting AAA development which needs to eek out every spec of performance they can. Like this isn't them forgetting to use a feature of a language, this is them just not even adding it.

    The LLVM also seems like a poor choice. Sure it'll be fine for many but it's still adding overhead and will make it harder to optimize that last 5% to nudge into okay performance. Hardware isn't constantly evolving and being upgraded at the pace it used to.

    And actually go look at the syntax of Verse. It's painful to read, which explains why they're pushing LLM driven development so they don't have to see their own monster

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  • [–] 3 points 1 day ago* (last edited 1 day ago)

    It's for gameplay programming, not engine subsystems. These events must eventually be serialized (in the serializability sense, not marshaling) and handled by a single thread for the net code to work. Basically every engine does this (or risk having unreliable networking). The goal of this (last time I looked was when it was announced) is to make it easier to have distributed networking for multiplayer games.

    Also building this using c++ and LLVM will result in better performance than any blueprint system can achieve.

    We can hate AI and the direction of the engine but don't just assume the devs at Epic are dumb.

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  • [–] 37 points 2 days ago

    "It's not the engine's fault, It'S tHe DeVs"

    Unreal has been shit and is only getting worse. No defending it anymore.

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  • [–] 17 points 2 days ago

    Unreal Engine is by Epic Games, so wtf was everyone expecting?

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  • [–] 27 points 2 days ago

    Wait what? Fucken excuse me?

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  • [–] 12 points 1 day ago

    Holy shit. UE5 is already utter dogshit, this can only be exponentially worse.

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  • [–] 11 points 2 days ago

    The whole post just stinks of AI generated text too. Couldn't even write his thoughts down without an AI to rewrite it for him.

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  • [–] 9 points 1 day ago

    I now see why Tim was so adamant about removing the AI badge on steam. steam should really block slop and let epic take that bullshit, it would be a service to humanity

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  • Ah they can keep it.

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  • [–] 5 points 1 day ago* (4 children)

    Im confused

    Where in the post does it say what the title says?

    Is it in the video? I cant watch it currently

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  • [–] 3 points 1 day ago (2 children)

    I haven't watched this video either, but a creator I follow has said pretty much the same thing. Apparently, there was a keynote leak from Epic where their slides are talking about this.

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  • [–] 2 points 14 hours ago

    This isn’t how I thought we’d get back to the age of in-house engines but I’m elated it’s happening

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  • [–] 1 point 14 hours ago

    I hate all these tainted projects.

    Verse has some interesting concepts. Shame it's all vibe coded.

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  • 2 comments in c/unreal_engine@programming.dev view that post
    [–] 2 points 4 months ago*

    Yep, and Andrew Grant from Epic has since confirmed there are no plans to have a visual scripting language like Blueprints going forwards.

    Verse is their stab at leveraging Fortnite to create a Roblox style Metaverse, where assets can be made using AI, and sold/remixed/reused across multiple online projects.

    The networking framework is being standardized, simplified, and made modular to achive this.

    Lots of people are calling it the death of Unreal Engine.

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  • [–] 2 points 4 months ago

    Metaverse First: Verse is designed for a future where code runs in a single global simulation—the metaverse. This influences every aspect of the language, from its strong compatibility guarantees to its effect system that tracks side effects and ensures safe concurrent execution. - Book of Verse

    😕

    As UE5 and UEFN merge into one editor, you will be able to ship traditional games and projects exactly as you do today. You’ll be able to ship directly in Fortnite, or ship to your own ecosystem, and optionally, make it compatible with ours. You’ll have an easy path from one to another.

    Our philosophy through this transition is to bring existing projects along, not to force a hard break. Studios shipping on UE5 today should expect a manageable, and clear path forward when UE6 is ready for them. To allow for this, Actors and Blueprints will be in early versions of UE6. Eventually, these will be deprecated when the new framework is sufficiently mature, and you’ll have conversion tools to move projects from one framework to the other.

    I'm surprised they're targeting a hard break. The goals seem to be platform onboarding, which can be considered an opposite goal to people who develop their own products.

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