Unity has way more expierience in handling mobile and 2D Stuff, Unreal is still catching up there. Unity supports deferred AND forward, and you can actually also use the legacy deferred if you like that. Point in case: the forward renderer is still only in the pipeline, your choice is just between the deferred renderer and. Unreal on the other hand is not as well prepared yet for such a wide range of use cases. but they haven't completly caught up yet. Unity and the asset devs are catching up (stuff formerly only accessible by thirdparty assets or needing workaround getting rolled into the runtime engine, stuff getting rolled into combined assets like some postprocessing packages available on the asset store). Which often means that the system isn't as well integrated with the runtime engine as in Unreals case (thus leading to more CPU/GPU cycles wasted). Reason for that (both of it actually): Unreal comes with a lot of stuff out of the box that in Unity you either need to develop yourself, or download/buy thirdparty assets for. I would argue at that point Unreal has the edge over Unity when it comes to performance. Unity and Unreal can get pretty close image quality wise. No matter what engine I personally use, I still believe Unreal is a great engine and Unity can learn a lot from them. Toolsets included are again made for PC / Console, 2D was a passion project from an Epic engineer and they don't really care about it holistically.Īlso with it being an open framework, is customisable in every scenario. Unreal is built from the ground up to be exceptional for heavier PC / Console games, Unity is a completely generic one for all solution. Unity could fix this by ultimatley upgrading their version of Mono which is again on the cards. Lightmass (this is what requires 32GB of RAM) is much faster at baking than Enlighten and the results are generally far better although of course it isn't dynamic which IMO it's worth suffering Enlighten for it, there's hardly any issues with things like garbage collection they do their own version of a C++ GC and Mem dynamic allocation system. Unreal uses things like FPS smoothing, if you're using a completley dynamic scene you can cut down on cascade distance whilst using things like ray traced distance shadows which really helps performance wise in certain scenario's.Īlthough in some "large" games, the way their shader / rendering pipeline works it can have drawbacks on mass opaque / translucent objects. I get stutter in places, for reasons I'm completley unsure about (stutter 60FPS with no sign in the profiler of dips?). Again Unreal does it better, you can have tens of thousands of objects pooled and with their HZB Occlusion I never really had an issue. For example, I'm getting culling overhead of around 6 ms + on dense scenes, that's ridiculous. There's issues with Unity that I never had in Unreal, which I'll have to work around. For example in 5.4 beta they are now doing GPU instancing that sort of stuff has been in Unreal since I can remember. It's not that "Unreal is better" as such, it's Unity is catching up. it's post processing functions are collated and implementations of most things are done very well. I mean, since with Unity can pick and choose what you put into it and use all custom scripts doesn't it stand to reason that you could get something running on par with what they do?Ĭlick to expand.Everything in Unreal out the gate is instanced / streamed / pooled etc. It just seems like Unreal has a lot more out of the box stuff that's automatically included, which could be a bad thing. I'm always learning new ways to make games run faster and smarter and at this point I just don't get what makes Unreal supposedly so much better than Unity performance wise. I've heard the whole C++ thing, but I'm seriously having my doubts since both engines are being recompiled into whatever machine code they want anyway. Is that Unreal just loading up its libraries?Īnd what exactly is being optimized that allows Unreal to make so called AAA titles that Unity supposedly can't? What I'm wanting is some more insight on what's going on under the hood that makes Unity Unity and Unreal Unreal.įrom a layman's perspective Unity is a LOT lighter and quicker to start up, where as Unreal is a beast that seems to have a MASSIVE initial loading time and requires WAY more RAM. I promise this isn't another Unity VS Unreal thread.
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