• Some users have recently had their accounts hijacked. It seems that the now defunct EVGA forums might have compromised your password there and seems many are using the same PW here. We would suggest you UPDATE YOUR PASSWORD and TURN ON 2FA for your account here to further secure it. None of the compromised accounts had 2FA turned on.
    Once you have enabled 2FA, your account will be updated soon to show a badge, letting other members know that you use 2FA to protect your account. This should be beneficial for everyone that uses FSFT.

Unreal Engine 5.8 Preview Has Arrived

Marees

Supreme [H]ardness
Joined
Sep 28, 2018
Messages
4,590
Download Unreal Engine 5.8 Preview from the Epic Games Launcher, GitHub, or for Linux.

Unreal Engine 5.8 Preview prioritizes performance advancements, providing systems that are more reliable, scalable, and intuitive to support all project requirements.

This version introduces Mesh Terrain as an Experimental feature, providing a novel 3D-mesh-based architecture for constructing massive environments. It also works natively with PCG.

The Procedural Content Generation framework (PCG) has been improved, allowing for manual edits directly on procedural content while maintaining the underlying procedural logic, alongside several other iterative improvements.

Additionally, the Procedural Vegetation Editor (PVE) has received significant enhancements, enabling you to create high-quality, biologically correct, Nanite-ready vegetation assets directly within the Unreal Editor. You can even import meshes from external DCC tools!

Populate real-time worlds with crowds of MetaHumans and scale from tens to thousands of characters with the MetaHuman Crowd plugin, and also transform any human mesh into a MetaHuman—now with simultaneous head and body conforming.


https://forums.unrealengine.com/t/unreal-engine-5-8-preview/2721597

“Many game developers have expressed concerns about system performance, and UE 5.7 aims to address these issues. With careful GPU generation and game thread performance tuning, PCG is now nearly twice as fast compared to the preview version in UE 5.5. Additionally, if you recall, UE 5.6 introduced improvements like up to 35% higher FPS throughputcompared to the older version 5.4. UE 5.7 continues this trend of performance enhancement, now specifically focusing on PCG. Additionally, other features have progressed: Nanite Foliage rendering paths have moved to an experimental state, MegaLights directional and particle lighting have advanced to beta, and substrate materials are now fully production-ready. There is a public Unreal Engine 5.7 roadmap, which shows what features will be coming to the stable build, and you can check it out here.”

Source: https://www.techpowerup.com/341295/...s-procedural-content-generation-to-production
 

Unreal Engine 5.8 Will Add Experimental Support for the Steam Frame​

Unreal Engine 5.8 adds experimental Steam Frame support, Qualcomm give the Steam Frame a dedicated page

By Liam Squires-Hand - 13 May 2026 at 9:21 am UTC

Qualcomm have recently given the Steam Frame a dedicated page on their website. Why? Because it's powered by their 4 nm Snapdragon 8 Gen 3. They list various products their hardware powers, so that's not surprising but to see it live there means it must be a bit closer to release now.

Additionally, for game developers Unreal Engine 5.8 Preview has rolled out and their roadmap link has it clearly noted under Platforms that it has "Steam Frame Support (Experimental)" added in from developer Victor Brodin that simply notes:

Together with Valve we have implemented experimental support for their next XR platform: https://store.steampowered.com/sale/steamframe
bPackageForOpenXRImmersive is a new setting that defaults to true in the VR Template.
If you're interested in the Steam Frame compatibility review process, Valve also have a public page up in the Steamworks Documentation.

https://www.gamingonlinux.com/2026/...alcomm-give-the-steam-frame-a-dedicated-page/
 
  • Like
Reactions: erek
like this

Details On UE5's Next-Generation Terrain System Revealed​

Mesh Terrain is fully 3D, supports non-uniform resolution, and is powered by non-destructive modifiers.


A couple of weeks ago, we showcased Dylan Browne's test of the experimental Mesh Terrain system recently added to UE5-Main, and now we have more details thanks to an early look at the official documentation. It's still very much under development, and feedback is welcome, but it should give you an idea of what to expect in the near future.

Mesh Terrain is a new technology for creating larger, more feature-rich worlds beyond the limits of heightfield-based workflows. It allows users to build complex landscapes with overhangs, tunnels, sheer cliff walls, and virtually any shape imaginable, no longer requiring a uniform resolution across the entire terrain. Mesh Terrain uses non-destructive modifiers, which can be stacked, duplicated, and transformed easily, making the development process more flexible and iterative.

According to Epic Games, this feature is expected to arrive in Unreal Engine 5.8. Explore the foundations of Mesh Terrain by clicking this link.

The UE5-Main branch is available on GitHub


https://80.lv/articles/details-on-ue5-s-next-generation-terrain-system-revealed
 
" Download Unreal Engine 5.8 Preview from the Epic Games"

Ok ok. So where do I order Full remakes of Turok 1, Turok 2, Goldeneye 007, Crysis warhead and farcry 1 with that engine??

Download Unreal Engine, learn it, and let me know when you're completed with those games. I'd go for the Far Cry 1 with the latest engine. It was so beautiful before and I can only imagine how great it would look now. As long as they keep the nice bright tropical lighting and colors (keep it realistic, not overly done, but don't go weird with the HDR, bloom, oversaturation, etc.).

Goldeneye, I think they did a remake on an older build. (My mistake, it was Source Engine: https://www.geshl2.com/).
 
Download Unreal Engine, learn it, and let me know when you're completed with those games. I'd go for the Far Cry 1 with the latest engine. It was so beautiful before and I can only imagine how great it would look now. As long as they keep the nice bright tropical lighting and colors (keep it realistic, not overly done, but don't go weird with the HDR, bloom, oversaturation, etc.).

Goldeneye, I think they did a remake on an older build. (My mistake, it was Source Engine: https://www.geshl2.com/).

None of those games would be technically difficult to remake in UE5. It would just be a lot of effort.
 
" Download Unreal Engine 5.8 Preview from the Epic Games"

Ok ok. So where do I order Full remakes of Turok 1, Turok 2, Goldeneye 007, Crysis warhead and farcry 1 with that engine??
Why not Classic WoW in unreal engine? What's sad is that this was going to happen with Turtle WoW. I regret never trying out Turtle WoW as I now found out that it was awesome, after it was shut down.

View: https://youtu.be/Ygfvy0fcT_0?si=7vf_P3BbDyZTpQEw
 
None of those games would be technically difficult to remake in UE5. It would just be a lot of effort.

Probably true. But I have always had way more time and money than effort attribution.

But but but I would pay like 110$ for each of them! Given it came with physical medium to install, does not require online connection, installs locally and the TOS/EULA is not complete trash.

Perhaps too much of a delusion/fantasy.. I know...
 
Well, in a bizarre twist, it appears Unreal Engine 6 has been officially announced alongside a new Rocket League.

Naturally there is zero timeframe for either and the extent of this was a 20 second clip that contains a few seconds of "gameplay."
 
Typically a new UE comes out every 7-8 years. What I'd be interested in is doing something to ensure developers have an easier time combating shader compilation/stutter related issues and general performance optimizing. UE5 had a lot of great features but many games haven't used them that well yet, but the performance in many games has been less than satisfactory. Stuttering is an issue in non-UE games as well and that is my biggest complaint with games from the last 4-5 years. If UE6 can make it easier for developers to avoid stuttering issues that would be a worthwhile improvement; more so than prettier graphics.
 
So do games now require an RTX 4090?
It actually seems like it has been either getting better optimized or easier for developers to optimize as it has gotten newer. Satisfactory likes to upgrade to the newest engine version as they update their software and it runs quite well with minimal to no traversal stutter, despite being a large open world where the player can build things.

Also a big question with performance is lumen or no lumen. Lumen hits and hits hard, but doesn't have to be used. Again Satisfactory is an example. You can turn Lumen on, and I actually do because I find that it is worth it despite the issues, but it slows down FPS a lot.
 
Well, in a bizarre twist, it appears Unreal Engine 6 has been officially announced alongside a new Rocket League.

Naturally there is zero timeframe for either and the extent of this was a 20 second clip that contains a few seconds of "gameplay."

People still care about Rocket League? I'm still waiting for Epic to refund me $10-20 of dlc that is no longer available after the Epic buyout. And what was transferrable required me linking Steam to Epic accounts.
 
Back
Top