UE6 Is Real — And That’s Exactly Why You Should Master UE5 Now


On June 17, 2026, Epic Games held the State of Unreal at Unreal Fest Chicago. They officially confirmed Unreal Engine 6 — its goals, its architecture, and a rough timeline. Within hours, the same question started appearing across Discord servers, Reddit threads, and Slack channels everywhere: “Should I stop what I’m doing and wait for UE6?”

The short answer is no. The longer answer is why — and it’s grounded in data, not speculation.

Continue reading “UE6 Is Real — And That’s Exactly Why You Should Master UE5 Now”

DirectX 12 – Ambient Occlusion – The Second Approach

 

After some time trying to implement and understand ambient occlusion (with a failed attempt), I finished a better implementation. This was after I filled some gaps I had about perspective projection matrix and depth buffer (I made three posts about this).

Now, I wanted to describe from the beginning what I know and learned about ambient occlusion.

Continue reading “DirectX 12 – Ambient Occlusion – The Second Approach”

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