Unreal Engine 6 Goal Is to Go Multithreaded

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.

Epic bros!!!! We finally gonna use AT LEAST two cores in games! This is epic... epic for the win...

Goal... to go multithreaded...?
Unreal Engine has been single threaded all this time? No fucking wonder the engine is so dogshit. It's a decades behind.

How about making your goal be to stop stuttering and making it so Goyframes and GoyLSS are mandatory for 95% of games

Turns out it was an engine fault all along...

UE6 already

But we can't even run UE5 games yet.

UE5 is barely out

and they have already plans to release ue6 ?????

Most game engine aren't.

Nooooo saaar very positive reviews everywhere sar very good engine smooth as sailing in ghaggar sar very smooth people love it.

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How many shaders will I need to compile for this one?

Linux support? Never happening

UE exists to make games look and run like shit. Nothing it does matters.

OH NO NO NO NO

EPIC SAARSISSIES, Whats the response without sounding mad ? HOW will they redeem

you have no clue about how engine development timeline works, do you?
I'll give you some quick info
UE3 first games came out in 2006
UE4 developemt started in 2003, three whole years before UE3 was released.
UE4 released in 2014
UE5 was revealed in 2020, 6 years after UE4 released, and rhen released in 2022, 8 years after UE4 released
this means that IF, as it said in the article title, UE6 PREVIEW comes out in 2-3 years, it'll be 2027-2028, 5-6 years after UE5 release
so they're pretty much on schedule, it's absolutely normal for them to already have PLANS to release UE6, cause in engine development timeline terms, UE5 isn't "barely out", it's entering its 2nd half of lifespan, having released 3 years ago

having released 3 years ago

now look at the state of the games relased with that engine, Anon please stop defending corpos they do not give a single dime eabout your existance in b4 YOU MUST BUY THE NEWEST GEN ELSE YOU CANT RUN LE ENGINE, just give up none will buy this crap anymore

So something neat that the recent Doom port does is multi-thread its software renderer by subdividing the image by core count. So each core focuses on rendering a portion of the screen.

UE5 remains an unoptimized slayer of performance on all platforms

well, whatever, let's make 6 now

720p 30 fps on the playstation is all they care about. New playstation coming up so they need to make games heavier to hit their 720p target again. Pc stagnated HARD so it never reached the point of being able to play things with ease like it did in the ps4 days.

i never said anything about it being good, and i am not defending anyone or anything, all im saying is that for a company that makes a game engine, starting to plan for the next version 3 years after the current one has been out is perfectly normal.

Imagine engaging in anti-competitive behaviour when you have no market share

these super cool patented systems we implemented in this engine will allow you to do stuff in your game that used to be incredibly heavy while actually improving the overall performance!

but all these systems are actually exactly as heavy as you'd expect them to be without these systems?

oh no, anyway

Retard alert. Why do you even bring up something you know nothing about.

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calls others retards

asks question to chatgpt

doesn't bother to read the article, what was actually said in the podcast, or even what the answer provided from chatgpt itself says

i'll highlight it for you in picrel, THIS is what they aim to change with UE6, the gamelogic is still singlethreaded in UE5

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Unreal Engine has been single threaded all this time?

It's not single threaded but heavily reliant on having most of it calls being processed on one core while the rest does barely anything. This will be an improvement but I wouldn't count on it fixing all the issues related to it ( developers create them and not exactly the engine itself )

Explain How does traversal stutter like that happen on such a high-end rig?

So now on top of a $1000 GPU you will also need a $700 CPU to run games with acceptable performance?

That would be an improvement. Right now a $700 CPU won't run games with acceptable performance.

you have no clue about how engine development is an arbitrary alignment of "version_number" with "what have we changed since [version_number-1]".

Epic is RIGHT NOW working on UE8, 16 years before the first good UE5 game comes out, because at some point they will need to release something new for the purpose of license renewals and investor fluff.

No. Triple both those prices and lower your standards to "eh, it runs on low... sorta".

kuta was right all along, multithreading was the future, cell was the future and sony's team that worked on it are the best of the best because they learned to multithread. kneel you losers, you hate him because he showed you the truth

engines are hard to make truly multi threaded since game logic is very sequential and hard to parallelize.

I think that's exactly why there's engaging in anti-competitive behavior.

its not Unreal Engines fault its just a tool bro and all devs are amazing talented savants

literally every single UE5 title has issues with stuttering,shimmering,asset streaming and more in one way or another

only difference is that some mitigate those issues but never fully

So are ALL developers incompetent baboons since engine is apparently so good and easy to work with or is it engines fault lol? It has to be one or another but limp wristed redditors somehow believe that both are true.

I think it's a matter of using the proper engine. Unreal engine 4 games look amazing on the series x and PS5.

UE5 is a problem because of visual scripting. They officially don't recommend visual scripting at all, but it's marketed everywhere. You have to find obscure talks that YouTube algorithms filter out to hear them specify that their metrics are using C++ and no visual scripting.
Despite not using it for their metrics, everything about Unreal is built around it which holds it back, multithreading being the perfect example.

Yes. It's a superiority complex.
If you claim that all AAA developers are making a mistake that you know about, it means you can feel like you're on par with them as an indie dev or some retard that watched a 10 second tiktok.
It's like flat earth but for game engines. Believing in flat earth means you have knowledge that all governments and intelligence agencies suppress, you've beaten everyone.
Believing it's not the engines fault means you know more than AAA developers making 6 digit salaries after years of university and experience in the industry. You with your little platformer game made following 4 tutorials, know more than these AAA developers.

the actual game logic itself is single threaded

Nobody cares about inconsequential things being on another thread

pretty surprising and it explains why higher clock would yield more performance but more cores do absolutely nothing.

Ofc it is multithreaded. But not massively so. Look at how much evenly spread core utilization is on cyberpunk. Games are forced on E-cores in pic to see how well they handle lots of cuck cores.

this whole time I thought it was already MT
like since fucking UT3

The thing not threaded is the physics which is where visual scripting runs on.
The problem is that the entire Unreal store is using assets that use visual scripting and that developers use visual scripting in general because it's easier to do.

They can't throw some thread safe code into a separate thread to be handled asynchronously in visual scripting.

It's funny though, this isn't even a drop in the problem of Unreal. Nanite, raytracing and streaming are unoptimised messes and if multithreading was fixed retroactively, no UE5 game would perform better.

Link the article retard

know more than these AAA developers

developers don't even hire based on meritocracy anymore and the same with universities. They prioritize hiring women and trannies even if their skills are mediocre and not to mention how much they outsource to India and other places where labor is cheap. If they hired based on meritocracy most studios would be like 99% male, white and Asian.

developers should go back to making their own engines instead of relying on these clowns

Only the game sim

That's not relevant because I can promise you, DEI university students and hires know more about the limitations of Unreal Engine far more than armchair tutorial followers that post on Reddit about how UE is perfect and how it's a developer error, not an engine fault.

nobody in this thread know what they're talking about, how about you faggots download the game engine? it's free nigger

Same here, man.
I

biggest engine for AA and AAA development

8 cores consoles for the past 12 years

single threaded

and we wonder why games graphics have plateaued

Isn't it bedtime Tim?

Out of curiousity how much more complex is it to use an engine that is multithreaded?

Isn't it too soon for a new engine? UE5 is still somewhat new no?

Console generation takes like 6-7 years.
We reached the point, where game development takes more time than console generation

remember before the stuttering when ue5 was sold as an "anyone can use it" solution to game dev?
I think that ship sailed.

Worry not. Tim is aware of the work of others. 5 more years.

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those version numbers just became marketing. Who even knows what their current version of FF or Chrome is nowadays.
UE4 only became good after the end of its cycle

nvidia needs a reason to sell their next two generation of their artificially software driven performance improvements.

UE4 only became good after the end of its cycle

It only got shittier the moment DX12 became the standard renderer for UE4 due to shaders rendering.
UE4 is missing all the shader compilation improvements for UE5 versions.

due to shaders rendering.

*compilation

So monitors are now so good every GPU is massively behind, good luck trying to do 4K 144hz, game engines can't even do multithreaded and getting tons of RAM is generally useless.

Ue4 games only started to look decent on its deathbed, first ue4 games like PUBG or Squad were atrocious

UNREAL IS STILL STUTTERING SHIT

Discarding after precaching has the advantage that unused PSOs are not kept in memory. The downside is that fetching a PSO from the driver cache right when it’s needed can still take some time, and even though it’s much faster than compiling it, this can lead to micro-stutters the first time a material is rendered.

Yeah this is why OP was saying Unreal 6 plan is going multithread. Even when shaders are cached you still stutter because the engine is doing all the PSO calling on a single thread. If Unreal actually supported Vulkan on desktop instead of phones, this wouldn't be a issue since DXVK/Vulkan can multithread batch these things using GPU extensions.

Show a video of your performance in a UE5 game.

Yeah this is why OP was saying Unreal 6 plan is going multithread. Even when shaders are cached you still stutter because the engine is doing all the PSO calling on a single thread.

That's not what OP is talking about.
Unreal - the engine's architecture - is multithreaded, but Unreal's game logic - game scripts, the part game devs work on - is not.

If UE used Vulkan, they'd never sell another game based on it. Nobody wants Vulkan, as evidence by Indiana Jones and Doom DA flopping hard.

Oblivion Remaster runs like absolute garbage and sold millions. I hope devs take this lesson into heart and stop wasting developer time in optimizing games. Just tell gamers to upgrade.

Valve the dumb fucks should have bought easy anti-cheat
If they get esport trannies to shill for linux the little gen alphas will follow them

WTF I love Tim now.

But why should they hire competent people? Those people command actual salaries and people are already buying the slop they produce now. What's the return of investment vs. having your shill army tell people turn on max DLSS.

No engine can do multi threading, but keep kvetching

Tim Sweeney

Is this the thread? Let's gooo

I've always had an interest in it but it's such a competitive space. There's no way I would have any shot at making money in the game market

To parse the comments you'd need someone who works on game engine code
like people who made Id engine, or remedys engine, or cdpr guys who are tasked with making witcher 4 not stutter

4d chess, what a legend

If there was a device that had the market size of 2% of PC no one would bother supporting it natively either. Sorry chuds.

Based Timmeh

dont be afraid to try new things anon, remember a roblox game dev furry made lethal company released on steam and it was a successful hit

If Lard Gaben wants to support his SteamOS he could have spent the money and bought it instead. Another yacht I guess.

I'm working with UE for 12 years now, let me share some insight. You can believe me or call me a faggot, I don't care. The truth is that most developers don't know what the fuck they are doing. Unreal cannot be used as-is out of the box you need to modify and fix it.

Basically

Most engines run their core game logic on the main thread

Because you want to e.g. process input first and THEN shoot the bullet

Multithreading would require a lot of complex synchronization code

This scales really rapidly and becomes unfeasible, and a waste of time in 99% of cases

Very few games have performance issues with the game thread

Unreal runs many threads other than the main thread

Rendering is its own thread

So is animation

And physics

The stutters happen because the engine must initialize rendering and physics data.

He knew?
Can ai sort this?

ai

sirs, IT'S NOT A FUCKING MAGICAL TOOL TO FIX ALL YOUR PROBLEMS YOU PAJEET SHITTERS

Do you recommend people make games in unreal? What are your thoughts on other engines like unity, godot etc?

ue5 is unforgivably bad holy shit

unity is lmao now after the "we'll charge money each time someone install a unity game"

So we just gotta hope Godot becomes as big as Blender or Blender turns into a game engine

Wrong and you're both stupid.

This place is a joke, they don't even comprehend what PSO is.

Vulkan fixes all this by design of the batching jobs and using GPU shaders through extensions instead of the CPU but Unreal can't stop sucking DX12 RTX cock like Anon Babble can't stop sucking Windows 7/10 smegma.

Then PS5 version is worst one of all. Shuttering everywhere per mins.

why did you reply to me

EAC already supports Linux and you can run EGS on Linux but not natively.

Their goal should be to to catch up to games from 20 years ago

-render things properly like REAL FUCKING TRANSPARENCY
-remove the focus on deferred rendeing and TAA
-remove all graininess and artifacts
-promote visual clarity
-promote low shader counts & pre-caching
-and NOT have an engine that runs like fucking trash and is completely dependent on AI slop just to run as shitty as it does.

Native Linux game support is dead, even Valve didn't encourage developers to support Linux and instead developed Proton, which is now good enough to run most games.
Wine/Proton is the future of Linux gaming.

They can't throw some thread safe code into a separate thread to be handled asynchronously in visual scripting

this sounds like a lot of bs. visual scripting has direct parity with normal source code programming, so any notion of thread safety or concurrency management shouldn't be affected.