Überblick

Abe Lincoln dodged the bullet in goblinAmerica, a brain-mottling shoo…

Abe Lincoln dodged the bullet in goblinAmerica, a brain-mottling shooter set in a putrefying alternative USA

Towards the end of goblinAmerica's tutorial level, you mercilessly gun down a huge cherry tree. Like much else in the game's world, the tree is an abomination – beige and rubbery as a stunted hatchling, with hard, tacky fruit hanging from it like dumbbells torturously sewn into the skin. Its death throes are pathetic, and somehow erotic. It sags and sprawls, breasting across the arena boobily with an undefinable cry. I am happy that this creature is slain, and hope never to encounter its like again. I know in my heart that I will.

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Unreal Engine 5.8 launches with improved terrain and vegetation tools, a Lumen Lite option for faster global illumination, and for the times we now live in, an open standard plugin for LLM systems

It's probably fair to say that Unreal Engine is probably the most comprehensive tool around for creating games, animations, and video effects. And, with the launch of UE 5.8, it's becoming even more extensive and even a little bit more AI-friendly. Whether you're just an Unreal Engine hobbyist like me, or a full-time game developer, you can download version 5.8 right now via the Epic Games Launcher.

Even if you don't plan on using any of the new features (of which there are a lot), it's always worth trying out the latest release just for bug and performance fixes. But what's actually new? The headline acts in UE5.8 are the introduction of Mesh Terrain and Procedural Vegetation Editor (PVE). Both are experimental features at the moment, but the former should be of great interest to anyone creating big, open-world terrains, as the tool basically generates full 3D meshes for you.

PVE is somewhat similar, except that instead of creating landscapes, it produces vegetation (trees, bushes, reeds, grass, etc) from scratch, with the procedural system working in line with meshes already present in the world. For example, let's say you had a crumbled old archway in a forest, PVE will 'grow' trees around it, accounting for the natural source of light and competing vegetation.

Complementing these are MegaLights, which first appeared in experimental form in UE5.5 (but is now "production-ready"), an experimental fog screen space scattering feature, and perhaps most interesting of all, Lumen Lite. This is a mode for Lumen global illumination that Epic claims to be twice as fast as Lumen High Quality, while still preserving "much of the visual impact".

The release notes for UE5.8 specifically mention that "games that rely on global illumination for artistic purposes can run on Nintendo Switch 2 at 60 fps," so it's blatantly obvious what platform it was developed for. However, since it's also supported on PC, UE-powered games of the future could well offer this as a graphics option for low-end hardware users.

(Image credit: Epic)

Tucked away, almost at the end of the new version details announcement—which blessedly includes improvements to shader compiling—is one more experimental feature, an MCP plugin. With this, you can implement any LLM of your choice to "connect to and understand both the engine and your project." In other words, if you want to use AI to create assets or code, carry out tests or refactoring tasks, then you should be able to hand that over to the LLM easily enough.

Epic left the note about this feature after everything else, and I suspect that's because AI is hardly flavour of the month in the world of PCs and gaming right now. After all, Epic already has a section of PC gaming fandom that takes a dim view of Unreal Engine games, whether you believe that's the fault of Epic or a given game's developers themselves, and AI-use is another PC gaming bug bear.

Anyway, because of the consternation about AI in gaming—from being the primary cause of the horrendous price increases for DRAM and SSDs, as well as the endless controversies over its use in games—the inclusion of this plugin is likely to draw ire from some quarters.

(Image credit: Epic)

The thing is, many game studios will have to rely increasingly more on AI for certain workloads if they hope to stay afloat. With the likes of Microsoft and numerous other companies about to swing a sword of Damocles across all their gaming divisions, studio heads will be looking at every avenue that will result in them having a future.

I'm not suggesting that game devs must use AI, nor am I saying that the inclusion of the LLM plugin (specifically an MCP server) with UE5.8 is a good or bad thing; it's simply a sign of our times. One can argue that Unreal Engine's feature set is sometimes a little too far-forward in reach (console and mainstream PC hardware still isn't quite good enough to cope with an all-in Lumen and Nanite game at high fps), but this minor plugin is very much a 'here-and-now' thing.

Capcom tjänar nu nästan dubbelt så mycket på Steam som Playstation

PC och inte minst Steam har blivit en livsviktig del för Capcom, som växer så det knakar på plattformen. Detta enligt deras senaste kvartalsrapport där det framgår att mer än 20 procent av bolagets totala omsättning kommer från Valves tjänst. Jämfört med intäkterna från Playstation så står alltså Steam för nästan det dubbla.

Automaton berättar:

According to Capcom's securities report for the fiscal year ended March 2026, revenue generated through Valve Corporation (Steam) totaled 40.383 billion yen, or approximately $252 million USD. That accounted for 20.7% of the company's total revenue for the year, which includes income from all of Capcom's businesses (not only games, but arcades, amusement facilities, etc.).


Capcom har de senaste åren gjort en medveten satsning på just Valves plattform och det bär onekligen frukt nu. Bara under föregående räkenskapsår ökade omsättningen från Steam med över 60 procent jämfört med året innan.

Utvecklingen speglar också en bredare trend inom Capcom, där man sedan tidigare uppgett att nästan hälften av deras totala spelförsäljning kommer från just PC. Vilket bara förväntas öka framöver.

På andra sidan av myntet så minskar samtidigt Playstations betydelse för Capcom, där Sonys plattform nu står för endast tio procent av bolagets totala omsättning. Det är självfallet inga småsummor men klart mindre än vad det en gång i tiden var.

Har du köpt många Capcom-spel på Steam de senaste åren?

Nintendo Switch 2 Pokémon Pokopia-Bundle erscheint am 2. Juli

Das Nintendo Switch 2 Bundle inklusive Pokémon Pokopia ist ab dem 2. Juli 2026 erhältlich.Nintendo kündigt das dritte Switch 2-Bundle an: Das Paket inklusive Konsole und Pokémon Pokopia wird ab dem 2. Juli ausgeliefert. Die Nintendo Switch 2 wird serienmäßig ohne Spiel ausgeliefert – es sei denn, der Kunde entscheidet sich für ein Bundle. Der Haken: Das Mario Kart World-Bundle, das zur Markteinführung im Juni 2025 aufgelegt wurde, ist […]

Der Beitrag Nintendo Switch 2 Pokémon Pokopia-Bundle erscheint am 2. Juli erschien zuerst auf GamesWirtschaft.de.

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