[0:00] Michael with IGN here at Unreal Fest [0:01] 2026 and we just got out of the state of [0:03] Unreal keynote. We learned so much about [0:05] the future of the Unreal Engine and it's [0:07] going to affect a lot of the games we [0:08] play, so you're going to want to stick [0:09] around. At the top of everyone's mind, [0:11] it's Unreal Engine 6, but that's not [0:13] coming anytime soon. Early access for [0:15] UE6 is going to start at the end of 2027 [0:17] and it's going to be [music] about 12 to [0:19] 14 months until it goes into full [0:21] production. So, if you think it's going [0:22] to affect any of the games that are [0:23] coming out anytime soon, that's not [0:25] happening. We also didn't get to see it [0:27] in action at all other than the Rocket [0:29] League UE6 teaser that we saw before. [0:31] So, the state of Unreal was more geared [0:33] towards how it affects game development. [0:34] [music] [0:35] So, yes, games built on UE6 are going to [0:37] look shinier, they are going to look [0:38] better, but that's not really the [0:40] priority of UE6. [music] Epic was [0:41] stressing that UE6 is about scalability, [0:44] making games bigger without adding [0:46] workloads to game developers. So, for [0:48] example [music] [0:49] Fortnite has 100 players dropping onto [0:51] an island. Ostensibly, with UE6, you [0:54] could do that [music] at a larger scale [0:56] with maybe 1,000 players or even more. [0:58] So, what this could mean is that you'll [1:00] get bigger games without adding [music] [1:01] development time or increasing [1:03] development costs. Another big part that [1:05] was stressed about UE6 [music] was [1:06] portability of assets. So, games built [1:08] on UE across the board can share assets, [1:11] >> [music] [1:11] >> tools, coding, and this is kind of being [1:14] tested with Fortnite. And part of this [1:16] is possible because UE6 is merging what [1:18] you see in UE5 and UEFN. UEFN being the [1:21] tools that you see to make [1:22] user-generated content within [music] [1:24] Fortnite. So, UE6 is merging both of [1:26] these frameworks and there's going to be [1:28] a lot of cross-pollination between [1:30] assets. So, things that are made in [1:32] Fortnite or UEFN can be ported over to [1:35] games made [music] in UE6 and vice [1:37] versa. And there's a lot of information [1:38] about the coding language Verse, which [1:40] is going to also be native to UE6 and [1:42] other versions of UE5 moving forward. [1:45] Again, that's just top-level stuff [1:46] because UE6 is a ways out, but if you [1:49] want to know where UE6 is going, it's [1:51] probably best to pay attention to what's [1:52] happening with UE5.8. [1:56] Now, folks who are worried about [1:57] performance with Unreal Engine 5, this [1:59] is where you're going to want to pay [2:00] attention. I want to talk about [2:02] compiling shaders. Epic themselves know [2:05] how much we hate compiling shaders and [2:07] waiting for that thing to load. So, it's [2:09] no secret that that is a pain point for [2:11] a lot of games built on Unreal Engine. [2:13] And so, one of the points they made is [2:15] that they've done a 68% reduction in [2:17] shader count in Fortnite. So, they could [2:19] do that for Fortnite, you can imagine [2:21] that that will apply to other games [2:22] built on UE5. And part of the 5.8 update [2:25] is also improved PSO pre-caching. It's [2:27] going to [music] have seamless fallback [2:29] rendering as well, so there's going to [2:30] be less hitching. Now, I know you [2:32] probably don't know what PSO pre-caching [2:34] means, but if you are having performance [2:36] problems or if you're having those [2:37] annoying hitches as you're playing games [2:39] that are built on UE, this is kind of a [2:41] solution to solve that problem. Related [2:44] to this, I think it was interesting that [2:45] we got a Gears of War E-Day demo that [2:48] highlighted the lighting model that's [2:49] being used in that game. So, with the [2:51] Lumen lighting technology that's built [2:53] into Unreal Engine, uh [2:54] >> [music] [2:54] >> we saw the same scenes that were shown [2:56] during the Xbox showcase for Gears [2:58] E-Day, but with a focus on Lumen and the [3:00] lighting model that's pulling from [3:01] thousands of light sources. That's all [3:03] being ray traced while maintaining 60 [3:05] FPS on Xbox Series X and S, and a lot of [3:07] the destruction model is also reacting [3:09] to all of that in real time while [3:11] maintaining performance. And to the [3:12] point of performance, Lumen is also [3:14] improving scalability, so you could have [3:16] a similar lighting model but on a [3:18] smaller scale for mobile and SWITCH 2 [3:21] GAMES. [3:25] SO, THOSE ARE THE broader points about [3:26] performance with Unreal Engine, but [3:28] there was also a showcasing of how [3:30] flexible the engine has become. So, [3:32] Teamfight Tactics from Riot [music] [3:33] Games is being migrated over to Unreal [3:35] Engine, and you kind of wouldn't think [3:37] of it as a game that needs to be built [3:38] on [music] UE. And all the way on the [3:40] other side of spectrum, we got to see a [3:41] lot from No Law, which is a new game [3:43] from Neon Giant. Previously, they made [3:45] the game called The Ascent, but No Law [3:47] is a first-person [music] shooter that [3:49] is a lot more dense and a lot more [3:50] detailed at the ground level. [3:55] The point that they were trying to make [3:56] is that the tools in Unreal Engine [3:58] allows a smaller team to make a game [4:00] [music] with this much detail and with [4:01] that much density. Now, there's a bigger [4:03] elephant in the room with UE5.8 and it [4:05] is the advancement of AI tools in the [4:07] engine. There's a new MCP plugin that is [4:10] part of 5.8 and [music] this [4:12] communicates with any of the LLMs that [4:14] you may want to use. We saw a live [4:15] demonstration using cloud coding and [4:18] [music] how big environments can be [4:20] generated using these LLMs and the new [4:23] 5.8 tools. So, for [music] example, we [4:25] saw a city being built and you can give [4:27] instructions to the LLM within [music] [4:30] the tool set that you have with UE5.8. [4:33] So, the idea is that this is supposed to [4:35] cut down on the more busy work [music] [4:36] and the manual labor of building virtual [4:39] worlds. You can give an outline, you can [4:41] draw the boundaries, and then it will [4:43] create a world for you, but all of it is [4:45] supposed to be editable as the creators [4:47] themselves. So, you can go to the ground [4:49] level of the world that was generated [4:51] and then [music] tool it to whichever [4:52] way you see fit. So, they're stressing [4:54] the idea that creative control is still [4:56] in the hands of the developers and that [4:58] AI isn't building the worlds on its own. [5:00] However, there are ongoing questions [5:02] about the use of AI in a lot of creative [5:04] spaces, especially [music] [5:05] the cost that it takes to run these [5:07] LLMs. So, it's going to be an ongoing [5:09] conversation and I think the important [5:11] part is that you need to pay attention [5:13] to [music] how content is created. [5:14] >> It's Jurassic Park. Uh, here's Dad [5:17] having a meeting with my teacher, Mrs. [5:19] Krabappel. [5:19] >> So, everybody knows about all the [5:21] collaborations in Fortnite and all the [5:22] different IP that have been mashed into [5:24] the game. Well, UEFN is also an [5:27] extension of that where a lot of these [5:28] IP assets are usable for a lot of the [5:31] creations that you [music] see on the [5:32] user side. Especially when it comes to [5:34] Star Wars, there were a lot of games [5:36] that got a lot of engagement [music] and [5:37] you can kind of think of it as a [5:39] platform for user-created content. It's [5:42] not dissimilar from Roblox, but there is [5:43] a lot more control that Epic has and [5:46] there are a lot more sophisticated tools [5:48] to build out these sorts of experiences. [5:50] The big conclusion with this is [music] [5:51] The Simpsons. And if you remember from a [5:53] couple months back, The Simpsons had a [5:55] big collaboration in Fortnite. [music] [5:56] Springfield was the map in Fortnite. But [5:59] all those assets are now part of UEFN [6:01] ecosystem. [music] [6:02] So, people who want to create content [6:03] with The Simpsons assets can do that [6:05] now. So, like a lot of the Star Wars [6:07] content you saw on UEFN, that will also [6:10] apply to The Simpsons [music] coming [6:11] soon because the toolkit will be [6:12] available later this year. There's a [6:14] broader conversation to be had about the [6:15] democratization of IP, but also the [6:18] homogenization of a lot of these assets [6:20] and a lot of the experiences that you [6:21] have [music] mashing all these different [6:23] IP together. But, it is part of the [6:25] larger Fortnite ecosystem, [music] and [6:27] it is part of Unreal Engine's ecosystem. [6:30] So, those are some of the big ideas [6:31] coming out of Unreal Fest and the State [6:33] of Unreal keynote speech. [music] This [6:34] is going to affect a lot of the games we [6:36] play. Claire Obscure was built on Unreal [6:37] Engine. The Final Fantasy VII Remake [6:39] series is built on Unreal Engine as [6:41] well. So, if you're interested [music] [6:42] in the future of games, you should be [6:43] paying attention to this stuff. And for [6:45] all the coverage of Unreal Engine and so [6:47] much more in the world of games, stick [6:48] with IGN.