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@anshulplayz35313 күн бұрын
Want more like this " how to make a game in unreal engine 5 OR unity " because i want to learn game development, please🙏 make video on this topic , I got your channel recommended by this unreal vs unity video of yours and its intresting 😊❤
@Vjuh_and_kx6 күн бұрын
Optimization is not about unreal engine) The problem is that games made on Unreal engine can only run on the most powerful platforms and graphics cards. And Unity not only allows you to make WORKABLE and OPTIMIZED games for any platform, but also allows you to easily port PC games to phone.
@narrativeless4045 күн бұрын
You're game is *trash,* lol.
@future34andpast29 күн бұрын
Im just a gamemaker user but im watching this video anyway
@Dominicn12328 күн бұрын
Thats a good thing! cause you'll want to upgrade later on and it'll be good to know which engine to go towards, i suggest unreal ;)
@leezhieng28 күн бұрын
dang... gamemaker users still exist
@ThisIsAUsername6928 күн бұрын
I need to revisit GameMaker someday. Its been my intro to game dev, and been a couple decades since I last used it. xD
@MyBedIsInAWall27 күн бұрын
No way same No matter what I do I always come back to gamemaker But if I do end up making a 3d game I’ll probably use unreal
@gliderman893424 күн бұрын
Bruh I don't use engines I make games using stuff like SDL and I'm watching this video
@ronykax29 күн бұрын
I'm just a chill guy who uses Godot
@JesusPlsSaveMe29 күн бұрын
To everyone in this chat, I just want to let you know that *Jesus loves you* and he can *save you from sin,* sadness and sickness.
@rationalrama29 күн бұрын
Amen to Godot.
@LoafSimulation29 күн бұрын
Oka
@_sIash29 күн бұрын
go dough
@mikeha29 күн бұрын
@@JesusPlsSaveMe you forgot to tell them how to get saved. Just trust Jesus alone for eternal life, and you're saved and sealed forever. It's that easy, and shocking you left out the most important part.
@pietrosprudente29 күн бұрын
We all know the source1 engine is the clear winner
@lockyaw29 күн бұрын
goldsource is where it's at
@pietrosprudente29 күн бұрын
@@lockyaw best ai system, your support companions will totally not leave you and run into a bomb
@Cinarbayramic29 күн бұрын
Source 2 is really optimised and good too
@lordfrazao102629 күн бұрын
@@Cinarbayramic Is Source 2 available to the general public? I thought it was Valve's exclusive property
@Cinarbayramic29 күн бұрын
@@lordfrazao1026 no only to valve and facepunch but hl alyx allow you to make mods and facepunch is developing s&box
@DanGameDev29 күн бұрын
Now Unity have scrapped the pricing changes I think I'll probably stick with Unity as it's less resource intensive and just feels more user-friendly to me. The only thing I really like with Unreal is the photo-realistic asset library which is free for UE5 users. Would love it if Unity had something like that but if it's not going to be free anymore that's a real shame!
@LurkingNinja28 күн бұрын
On Fab, Quixel assets are free for ALL engines forever. Just claim them this year.
@Tom-z1e24 күн бұрын
Do you use unity for 3d?
@FrosteryGaming24 күн бұрын
Wait they did?
@DanGameDev24 күн бұрын
@@Tom-z1e yes :)
@Tom-z1e24 күн бұрын
@@DanGameDev Is it possible to make third person prison story mode game in unity?
@GeorgeMice28 күн бұрын
Unity made big improvements ever since the new CEO. Plus Sakura Rabbit is the best example for next level Unity showcasing
@Tom-z1e24 күн бұрын
Do you use unity?
@GeorgeMice24 күн бұрын
@Tom-z1e Oh yeaa...No i don't =\
@VenkyBeast24 күн бұрын
Bruh Sakura Rabbit is insane but that's exactly my point - you need god-tier skills to make Unity look THAT good. Meanwhile in Unreal you can literally just yoink some free assets from Epic, throw them together and BAM - suddenly you got something looking showcase-worthy. Ez
@yugiohk57423 күн бұрын
but is Sakura Rabbit a good example though? Cause at least I haven't seen any of her content being used on a real game, I mean, it's way easier to be performant with just a small tech demo
@ProjectNullTheGame17 күн бұрын
@@VenkyBeastbut need a 4090 for that :)
@kaspedkk29 күн бұрын
I think the ease of use category was maybe a little understated in importance. I have tried both engines, and while Unreal Engine has the most enticing features in terms of "wow-factor" i always find myself using Unity over Unreal, simply because their engine UI and usability is so much more streamlined and elegant. This is not to say that i think either engine is better overall than the other. I find that game engines can rarely properly be compared with each other since they often have specific areas where they outcompete each other. On the whole i thought this video was pretty good at outlining the general differences between the two, i just thought i would add this here.
@Kreegrrr29 күн бұрын
Same here.. On the surface UE is amazing and easy to play around with but as soon as you get into it's systems, yikes.. If you've ever played with Unreal's GAS (Gameplay Ability System), you know what I mean. As an indie dev, I find myself more productive with Unity.
@kaspedkk29 күн бұрын
@@Kreegrrr 100%
@Protech-ps6cw28 күн бұрын
@@kaspedkk same here Unity is more flexible
@RyderMckiernan28 күн бұрын
Agreed
@MOYAHORROR28 күн бұрын
I’d love to learn unreal, but yeah wtf is that UI.
@Luciphear29 күн бұрын
Try them all, pick the one you feel makes more sense to you. For me, that's Unity. I just love it. Not all of it, but my workflow in it feels natural to me. Unreal was nice in many ways too, but I felt like I fought it a bit too much for my comfort. It just boils down to what grinds your gears and what doesn't. What problems are you comfortable dealing with and so on.
@Tom-z1e24 күн бұрын
Do you use unity?
@Luciphear24 күн бұрын
@Tom-z1e I do currently, yes. I've used UE too though.
@Tom-z1e24 күн бұрын
@@Luciphear Can you help me in unity, I am a beginner and learning basic 3d character animations.
@Luciphear24 күн бұрын
@@Tom-z1e That's a pretty broad topic so I have no idea. Instead of giving direct answers I would suggest trying to break down your workflow and how you think about it because game development and programming is all about problem-solving. There's a million solutions to one problem. Git-amend has plenty of videos covering many different patterns and good habits, but maybe you don't know where to start. If it's to any help, have a notepad, or use something like MindMeister or Miro and create a mindmap of questions for yourself. So you want to learn basic 3d character controllers that are animated? How do you make a character move? There are many ways to do this. There isn't one answer, but try and identify and try out many different methods and see which one makes sense to you in the moment. Then how can you make it jump? Turn? Walk? Run? Sprint? And eventually animate, which involves the animator or an asset called Animancer(which I strongly prefer but if you're starting out, I would say stick to Animator first so you can identify its issues too). And honestly, google or use ChatGPT to find a lot of your answers, but don't copy the responses. Ask questions, treat them as a tool to help you discover more solutions and concepts. Analyze the answers and try them out.
@Tom-z1e23 күн бұрын
@@Luciphear Thank you so much.
@Just_Mr_Owl14 күн бұрын
it's crazy to me how so many devs will cuck themselves by advertising all of these ue5 tools like it's some holy grail when in reality it just makes their games look and perform worse, like nanite being just an excuse for devs not to make lods by leaving it up to nanite which is much more power consuming and tanks your performance because guess what, actually making low poly models of objects to be displayed at certain distances turns out to be much more resource efficient than letting your rig calculate the distance and the lod that needs to be displayed on that object and then having to make a new model and texture in less than 1 second, which as you probably have already guessed, makes most of these objects look like hot garbage when you actually stop to admire that one mountain in the distance, because simply lowering the poly count and the texture resolution of an object doesn't always make it look good from afar, there's way more that goes into making an lod than simply lowering the quality meter. And don't get me started on lumen, it literally does the same thing that rtx has been doing for thee past 5 years, except that this tool now gives devs an excuse to not make light maps anymore since it's now native to ue5, the fact that this tool exists also makes the integration of nvidia tools an absolute nightmare, this can already be seen in certain games like marvel rivals for example where if you play with any nvidia tool enabled like DLSS, frame generation, or even nvidia reflex your game will straight up crash on certain maps, and because lumen is now this "new revolutionary tool" devs will even make it so that certain details are directly tied to lumen, again, in marvel rivals if you turn off lumen certain details, like simple reflections that could have been done without this tool, disappear completely, similarly to how in certain games transparent surfaces are dependent on TAA, another tool that tanks performance and makes moving objects blurry, or leaves behind remnants from past frames, like a ghostly trail of sorts, this being the main reason as to why TAA comparisons are always made on static images and not on dynamic footage, because in a game, when you move your camera, the game registers the entire environment as a moving object, making the whole game blurry. I will truly never understand this modern obsession with ai tools and letting people's pcs do all the heavy lifting simply because you're too lazy to bake some damn lights, when you could've used an older, more resource efficient, and in many instances, better looking technique to get the same outcome. Thank you for reading my schizo rant.
@narrativeless4045 күн бұрын
Well, LODs actually create abrupt transitions which player can see, which Nanite doesn't. It's more power hungry, but it's also more realistic, same for Lumen and RT/PT features. TAA sucks tho!
@brazilian35785 күн бұрын
@@narrativeless404 Actually NO, the player will NOT notice, use Need for speed 2015 and GTA V as examples. Also, most developers use, or at least should use, mimimum 4 levels of LODS for bigger open world games, the more LODS, the smoothest the transition.
@narrativeless4045 күн бұрын
@@brazilian3578 NFS is too fast paced and has too much motion blur to make you feel fast despite your real speed is actually stupidly slow for a street racer. In GTA V LODs are extremely noticeable, they just blend in too well because of how genius were Rockstar at making their shaders so that LODs change by fading in and out smoothly.
@brazilian35785 күн бұрын
@@narrativeless404 GTA V LODS with maximum draw distance and high detail configs is far from noticeable. And Exactly, that's why the LODS technique are so successfull in open world videogames, the amount of level for LODS are decided by the developers, so they adapt their techniques for each game world.
@narrativeless4045 күн бұрын
@@brazilian3578 GTA V LODS with maximum draw distance and high detail configs are still noticable. They just don't change in front of your eyes.
@NorthstriderGaming28 күн бұрын
In the end, it's the gamedev's responsibility to make a game look and run great. You know what they say: only a bad artist blames his tools. Neither unreal and unity can help you when people are lacking fundamental programming and art skills to build and make games. Same goes for any engine. If you don't know how your toolbox works or is meant to be used, you'll always get bad results.
@HappyBirthdayMrPresident18 күн бұрын
Cry. Even AAA unreal games are Shuttery mess. You tell me AAA Devs doesn't know how to program? 🤣
@rremnar7 күн бұрын
This is only partially true. Let's see you build a house with a lousy hammer with a soft rubber handle, and dyecast metal for the head.
@Beezkneez1879 сағат бұрын
@@HappyBirthdayMrPresident unreal isn’t just used for games. So yes game developers are being lazy using RT and other tools to hide bad rendering and bad designs.
@Kevinaya29 күн бұрын
I also started learning unreal for 3d rendering because the entire industry talks about it and i dont wanna be left out
@luluskuy29 күн бұрын
FOMO huh
@Kevinaya28 күн бұрын
@@luluskuykinda yeah
@samzony22 күн бұрын
I didn't get the last line
@Robert_44447 күн бұрын
the entire industry talks about unreal engine 5 with negativity and criticism so i don't think you made the right choice there
@Kevinaya7 күн бұрын
@Robert_4444 yeah ur right. But I didn't switch engines I just wanted to learn
@TheAnimeLibrary-29 күн бұрын
just to clarify unreal engine 5.5 does not include any new kind of water plugin AND no you do not need to use the engine source code to make multiplayer games only to make a dedicated server game
@qawiyrasyidrafi310313 күн бұрын
yeah you right, i just use epic online services and plug my unreal dev services thing for handle matchmaking and my shiping game works with 2 device with internet conection
@gh0stcloud49910 күн бұрын
Yeah I second this. you definetly do not need to compile from source to be able to use multiplayer.
@dertobbe11767 күн бұрын
0:58 nanite is basically a realtime LOD. I dont get the point of subdividing a mesh in a crazy ammount just to achive photo realism at the cost of a 30 fps game
@cheatoffchannel632017 күн бұрын
Nanite and Lumen are not for “performance” they’re for ease use for developers, to not make LOD’s and not to bake lighting.
@AaronAsherRandall29 күн бұрын
Unity is a sandbox. If you truly understand code, code architecture and how to use the engine for optimizations, you can build anything. You could say the same for Unreal, or even for JavaScript! But the issue is, AAA studios and other devs all use Unreal the same way! They use the same damn character controller, or some slight derivative of it. I’m sick of 100 million dollar games having the same or almost the same character controller, same camera and everything else just feels like Unreal.
@luluskuy29 күн бұрын
don't forget the shader.. and VFX systems..
@Denomote25 күн бұрын
not the engine's fault that people are making the same things
@Tom-z1e24 күн бұрын
Do you use unity?
@konoko-o3o24 күн бұрын
That is a developers problem, not a engine one.
@xelefdev23 күн бұрын
That's an interesting way of saying that unity lacks out of the box solutions that are optional compared to unreal.
@BlackJar7228 күн бұрын
All these engines keep pushing more and more realistic graphics -- meanwhile, I want less realistic graphics with smaller files sizes and have switched to using color-mapped graphics instead of traditional textures.
@RobLang28 күн бұрын
Totally agree with your choice and the analysis too. There is one side-benefit of learning Unity and that's if game dev doesn't work out for you and you just need a job then there are way more jobs in C#/Java than there are in C++. This is because a huge amount of boring business software is built in C# and Java (Java is close enough to C# that if you learn one then jumping over is easy) and there are always jobs in it. The Unity C# is slightly Frankensteined but not so much that conversion away from game dev is easy. Speaking as a hiring manager of boring business software. If I were young (I'm not) and starting from scratch (I'm not) then I would choose Unity. Unreal's extra graphical fidelity comes with a huge amount of effort, which is why Unreal is rarely used for game jams. It'll look great, it'll just take you ages to get there. If you're nearly 50 years old then a 5 year project is no big deal. If you're 16, that's a third of your life. Much easier to start small with Unity/Gamemaker Studio/Godot than it is Unreal - even if it is the better engine.
@mandisaw28 күн бұрын
There are still good jobs in C++, particularly since so few people actually seem to know it well. I met a guy at a Unity dev-day (pre-pandemic, maybe 2018 or 2019) whose company was actually desperate to find someone with any C or C++ experience (embedded systems, IIRC). I've heard similar stories online and at dev conferences. Many CS students don't seem to learn languages at that level of abstraction anymore, and self-taughts or bootcamp-grads aren't even exposed to it. Even many professional devs don't have much exp with pointer-manipulation, memory-management, or developing in a hardware-architecture-dependent context. All that to say, I still wouldn't recommend Unreal to actually make indie games, but if folks want to use it to learn C++, it's not the worst idea career-wise [US context, anyway].
@RobLang28 күн бұрын
@mandisaw there are very good jobs in C++! Where I am in the UK, there are loads and loads more Java/C# jobs.
@mandisaw28 күн бұрын
@@RobLang Aha, but fewer jobs *and* fewer candidates means less competition 😄 But I agree that Java or dotNET skills can carry you through a very lucrative career.
@RobLang28 күн бұрын
@mandisaw I see where you're coming from! The recruitment agency I use over here paints a different picture. While I wouldn't put it past them to tell a good narrative, the demand my peers signal is high and the supply isn't meeting it. CS departments at UK Universities haven't been putting out the graduates industry needs for 10 years and there are many 15+ year old .NET and Java enterprise business systems that need to be maintained and modernised! From experience boot camp candidates can be hit and miss - usually putting code before brain. I still hold that the demand for Java/C# is greater than lower level languages; though ask me again in 5 years and I expect the abstraction layer will have shifted again!
@mandisaw28 күн бұрын
@RobLang No, I agree that there are more jobs for enterprise systems (that's my field lol - enterprise mobile). Can confirm that many students in the US simply do not want to learn or work in these languages or systems. Databases, B2B and internal tooling, dedicated sysadmin, none of it seems to appeal. They ask me about careers in web-frameworks and now Python for AI, but not any of the "boring, but well-paid" stuff 🤷♀️ See it in games too, lots of folks want to be gameplay designers, few want to do graphics, netcode, pipeline & mgmt tools, audio engineering, etc. Honestly it's a key reason I generally advise ppl looking to get a programming career out of this to use "real" languages, not any engine-specific scripting languages. Interviewing for my current job, I showed off a game I had on the Play Store - Java & Android apply just as well to business apps as to games. Not so much GDScript or anything to do with visual scripting.
@koganboss487429 күн бұрын
I don't care about all the cool features of Unreal, because it's almost impossible to learn how to use them. In Unity everything is super simple and you can make a game for the first time by opening this editor. Been using Unity for 12+ years and have no intention of changing it for anything.
@sejangamer29 күн бұрын
Can you help me since you have this much experience ??
@HakoTaco129 күн бұрын
Not really, they're pretty straightforward to me.
@notjohn684129 күн бұрын
@@HakoTaco1let's be real. Nobody like Blueprints to typical coding. It's like a extra thing you have to learn.
@KARPUZ-mo6gc29 күн бұрын
I'm coding for 10 years and blueprints are amazing. Loved it. @@notjohn6841
@HakoTaco129 күн бұрын
@@notjohn6841 That just seems like personal preference, not an inherent issue with the engine. I prefer C++ coding too, but I don't mind blueprints at all. For most cases you don't even need blueprints anyway.
@Dilithium122 күн бұрын
Keep in mind nanite runs slower if your meshes are optimized in the first place.
@eldaniels67306 күн бұрын
Say what? So, I get diminishing returns if I do the worm and optimize the mesh before importing it in-game?
@narrativeless4045 күн бұрын
@@eldaniels6730 Yes, that's the point. Nanite just takes away FPS for nothing, because it's still running even though you don't need it. All nanite does is just makes unoptimised meshes render in a way it doesn't end up looking like a PowerPoint presentation
@SurviveOnlyStrong4 күн бұрын
Not always. I tested and got better perf on 3k nanite meshes vs lods with just 300-100 poly per mesh
@narrativeless4044 күн бұрын
@SurviveOnlyStrong Your LODs were probably trash, or you didn't have enough objects for it to impact performance.
@SurviveOnlyStrong4 күн бұрын
@@narrativeless404 they were good, reduced poly 10x times Nanite is much more performant with lots of objects apparently, due to material binning
@ServioUribe10 күн бұрын
Thank you for the video. I’ve been looking for this and the ones I found were too old. You have just gained another subscriber.
@jeffbac188920 күн бұрын
Cannot stress enough how good this video is! New subscriber here!
@samyam20 күн бұрын
Thank you!!
@cheatoffchannel632017 күн бұрын
UE5 just wastes your gpu/cpu power to give average image quality.
@digimikeh15 күн бұрын
what do you mean by average mister?
@cheatoffchannel632015 күн бұрын
@ mediocre visual fidelity for a such high hardware requirements.
@digimikeh15 күн бұрын
@@cheatoffchannel6320 what about those Superman demos for instance ?
@cheatoffchannel632015 күн бұрын
@@digimikeh not sure what demos you’re talking about, but every new UE5 game has smearing, stutters and poor performance even on decent pc builds. Stalker 2 for example.
@KingofPNL5 күн бұрын
How unreal engine has rapidly led to modern AAA games downfall is UNREAL!
@RobinsonV00724 күн бұрын
Keep videos like this coming. I love comparison videos from Unity and Unreal.
@MichaelGGarry29 күн бұрын
Are you a AAA studio and Unreal supports the platforms you need? Choose Unreal. If you aren't an AAA studio and need to support a lot of platforms AND want flexibility to support 3D and 2D games, choose Unity. If you are a beginner, Godot or Unity.
@JackieDaHack28 күн бұрын
unreal is also great to learn for beginners, the combo of Blueprint and C++ is unstoppable.
@gameprogramming655028 күн бұрын
@@JackieDaHack I know. but I love Unity because I know how to use it. Thats simple reason. otherwise Unreal have no real Competitor in market right now.
@MichaelGGarry28 күн бұрын
@@JackieDaHack C++ is not great for beginners with many dangers included. Blueprints will trap you into using Unreal with zero way of transferring them to another language in future.
@MichaelGGarry28 күн бұрын
@@gameprogramming6550 Unreal has no competition? Only a minority of games are made in Unreal, far more made in Unity as well as Godot, Gamemaker and others.
@Punisher199228 күн бұрын
i started my indi game in unity, then i tried godot, it just didnt click, and it was not my type of organization somehow. i then tried unreal, and i must say, it just felt right, i could use blueprint, wrote a c++ rpg systemcomponent to attach to every actor, i have no idea why my brain just easyly wrapped around the unreal theme and workflow, but i sticked with it, and my ps1-2 hybrid action rpg is created that you never guessed its unreal engine. also its just 300mb small (3d).
@Wes.jumpss11 күн бұрын
I started with Unity. I moved on to Unreal Engine. I like UE immensely.
@Valvefan7512 күн бұрын
0:57 optimization? you can't run most unreal 5 games without stutter...
@recaplrg35526 күн бұрын
Issues with Nanites is that it needs TAA to wash out distant Aliasing from detailed textures which are atrocious with Nanites. They don't show that in the presentation.
@anassafir584523 күн бұрын
Best and most informative comparaison video I've seen for these two engines, thanks!
@pebs56728 күн бұрын
I mostly agree with your post, but ultimately, all engines are quite similar. They operate through a remarkably similar set of pipelines and lighting models (slightly modified and rebranded to suit their preferences). Both Unity and Unreal utilize pbr lighting model, lumen despite its simplicity and convenience, it lacks optimal performance. Similarly, Epic’s implementation of mesh shaders, dubbed “Nanite,” is not particularly optimized but simplifies the development process. In reality, if you understand how shaders and other components function, you can effectively mimic Unity’s appearance in Unreal and vice versa. Therefore, I believe it’s crucial for developers to pause and consider their project’s goals before choosing an engine. Unreal offers a comprehensive set of features essential for a 3D AAA game, but its engine is heavy and hindered by its own limitations. As for optimization with Unreal, I don’t even wanna get into the poor implementations of existing features that have been rebranded and reintroduced with subpar results. Unity, on the other hand, provides the bare essentials but offers everything necessary to build a game. It’s stable, lightweight, and adheres to well-optimized implementations of various features, including screen space effects like GI, reflections and their probe based lighting(essentially is just another version of pre-computed radiance transfer but more dynamic which is similar to lumen) and others. Ultimately, the choice of engine should be based on a thorough analysis of the game’s requirements.
@mandisaw28 күн бұрын
Boring, but 100% true :) Maybe not unsurprisingly, a lot of would-be game-devs fall for the same "realistic, bleeding-edge graphics = better game" fallacy as most gamers. The best tools are the ones that you can actually use, to make what you actually want, not necessarily what you've heard was the coolest.
@pebs56727 күн бұрын
@@mandisaw couldn't agree more m8
@tntblower22 күн бұрын
I first got Unity in 2018 when I was 9/10 so I'll probably stick to it forever anyways
@MoonLiteNite24 күн бұрын
Random youtube video suggestion. Like 5mins in, i was like "i have heard that voice... like back in early 2020 with covid" I watched your FIRST youtube video series when you had like 200 subs :D helped me get my input controls working with unity
@samyam24 күн бұрын
Wow that’s amazing thank you!!
@davdev79329 күн бұрын
One of the fairest comparsion i've seen. I want to mention ingame AI. Not machine learning. Behaviour trees and EQS are also amazing on UE side .
@SnakeEngine29 күн бұрын
Yeah, if you want your game to feel like Gears of War, then feel free to use it. I prefer more originality.
@BadMouseRM29 күн бұрын
APV can be set automatically and also increase density of points depending of scene complexity, this too automatically. As an option, you can place them manually.
@karolledzinski7103 күн бұрын
For an Indy developer creating game on Unreal Engine 5 would take 10 years while on Unity the same game in 2 years. Definetly any dev shouldn't start his jurney with Unreal as it might end up with burn-out from industry very fast seeing no progress in creating game.
@diddykong93663 күн бұрын
Was it actually tested? Making your own mesh and textures vs nanite? When developers make their own mesh and textures; they take time to make sure it’s utilized properly. I feel like nanite doesn’t consider where the most detail should and shouldnt be. Every game with nanite and lumen runs poorly while very good looking games with complex mesh and textures like bfv run massively better??
@mousatat73929 күн бұрын
This is a Great overview, amazing job. Thanks a lot
@Gtainside_fan17 күн бұрын
Unreal vs unity ❎ Unreal and unity ✅
@kipa_chu17 күн бұрын
Unreal and Godot ✅️ everything else ❌️
@noskillzdad550426 күн бұрын
The fact that you are objective about pros and cons of different engines doesnt detract from your work as a Unity developer on youtube :)
@Kirblin10129 күн бұрын
Amazing video, keep making videos
@samyam29 күн бұрын
Thank you! Of course!
@kooweso27 күн бұрын
After watching videos from Threat Interactive I can't stand praises in UE5 direction without multiple grains of salt like TAA
@segunaiyepeks804528 күн бұрын
Currently learning Unity and it has been smooth so far. I think it's the best for Indie games. However the industrial demand for Unreal Engine developers will still push me to learn Unreal very soon
@azufendusgarendum65839 күн бұрын
This is a fantastic video breakdown
@samyam9 күн бұрын
Thank you!
@pela1023 күн бұрын
UE5 relies to much in taa to make their features look decent but it ruins the entire image. Big devs from big studios should look to create their own engines optimized for their games in order to provide better looking games with the same features but without the performance cost of all the dynamic nonsense that kills performance.
@pedropc582429 күн бұрын
Good video. You are very honest about the engines. I am using unity right now, but i want to learn godot too
@t0xangames20725 күн бұрын
I have not seen a single game on Unreal Engine 5 using Lumens and Nanite that could run smoothly on my relatively average laptop at minimum graphics settings at least at 60 fps. Both of these technologies, although they look like a new step in the gaming industry that could help in game development and reduce the time it takes to create a game world, but in the examples of modern games you can see that developers completely rely on them, forgetting about the usual methods of image optimization. Nanite technology can really help with very high-poly models. But on the other hand, why would studios make such complex models at all if in fact, it will all be cut off by auto-LODs? And as for the very idea with auto-LODs, in my opinion, it didn’t work out very well. It was difficult for developers to manually make a good, unnoticeable LOD system before, but here it’s automatic. It seems to me that in order for it to work well in the game, it needs to be carefully configured. As an example - the recent Stalker 2, in which on epic graphics settings the player literally sees a change in detail levels and loading of vegetation objects everywhere. In turn, in the first stalker, the LODs were done manually, which is why their change is generally unnoticeable. Lumen is also a dubious feature. It has 2 modes, and not in each of them the picture may look good. Lumen consumes a lot of resources, which is why there is no point in using it in big games. For example, cyberpunk 2077 does not use lumen, all the lighting there was set up manually. But at the same time, it works more stably than the same stalker 2, and looks better in terms of lighting. Lumen technology is currently ambitious, but very raw, in my opinion. Therefore, I do not think that nanite and lumen are the technologies that modern AAA games lacked so much.
@Alksbbch7 күн бұрын
Lumen is not great in UE. Far objects is blury and flickering. It is looks like not finished, so big developers not using lumen (only more commonly using lumen reflections, that is better). And it wery havy for GPU, so you lose wery much gamers if you use Lumen in you game and not give option turn off it in settings, I think...
@captainkurdistan912026 күн бұрын
I really appreciate your effort in this video! Well done!
@spidermankey139829 күн бұрын
I worked in Unity for about 2-3 small projects over 2 years to learn the engine. Loved it then but then I tried Unreal; And boy oh boy its so much faster, simpler and still feels more advanced. Unity seems the goto engine for beginners but I think its hard to adapt to Unity and if you do you will have to survive with it. Unreal is like a game dev's dream sandbox. imo.
@incrediLance29 күн бұрын
thats why there are so many mid UE based games out there, because it is easy to handle and you overlook stuff like how things really address resources. most literally use the "presets" and thats it haha
@konoko-o3o29 күн бұрын
@@incrediLance You are clearly projecting here, Unity has the largest market share with the proportional amount of garbage games being publish every year.
@incrediLance29 күн бұрын
@@konoko-o3o but none of them claim to be AAA, the difference is those UE indiedevs promote their game as AAA-quality, but what they actually mean is they have AAA graphics with lowbudget gameplay. name me a single ue5 title that has been good.
@konoko-o3o29 күн бұрын
@@incrediLance Choo-Choo Charles, The Siege and The Sandfox, The Vagrant, Stray, Omno, The Pathless, Fobia and many, many others, Fobia for example is a 3D horror game made by two guys with no budget. Which games market themselves as AAA-quality while being indie? Can you name a few of them?
@ragingraijin27 күн бұрын
@@konoko-o3o bro went silent immediately
@ImNotAYoutuber05 күн бұрын
I love how your camera betrayed you and focused on the chair xD
@stopmotionmaster11517 күн бұрын
I’m thinking about using unreal engine it’s a transition from using Roblox studios for me do you have any tips for me?
@KirbySamaDesu29 күн бұрын
Unreal is a game template where every game looks the same and Unity is a game engine with enough features that you can create unique games from scratch, even Nintendo likes it, easy choice. Also if you spend 100% of PC resources on rendering the game you have no space left for gameplay which is actually a game is about.
@konoko-o3o29 күн бұрын
Sea of Thives disagree, the true is you can do everything that you do in Unity in Unreal, if will look like other games is up to you, no one forces you to use any default Unreal Preset and is NOT hard to create your own stuff, I replace the Unreal default tonemapper with my own with no problems.
@KirbySamaDesu29 күн бұрын
@@konoko-o3o I'm not talking about just graphics but the game feel will always feels generic unreal game, unless you are a big budget studio, that's why I feel like there much more sucessful indie Unity made games than Unreal.
@konoko-o3o29 күн бұрын
@@KirbySamaDesu Absolutely not, you don't need to use any template that came with Unreal, everything that can be done in Unity can be done in Unreal including graphics, gameplay and so on, if someone choose to made their games equal to others is their choice and not Unreal's, and this has nothing to do with having a big budget, the same amount of effort and resources that you need to implement things in Unity you need in Unreal with the same results, a indie game made in Unreal and made in Unity will looks the same if made in the same way.
@KirbySamaDesu28 күн бұрын
@@konoko-o3o maybe you can ignore the templates but most likely will not since implementing things like a simple moving platform without unreal template is a pain or custom phsyics, also animations doesn't work well if you are not using unreal skeletons, also you can't even do anything if you only have 1 or 2 hours free to work in the game in unreal
@Tom-z1e24 күн бұрын
Do you use unity?
@bkdotexe29 күн бұрын
After my semester exams are over in two weeks, I am planning to learn game development. Still not sure on which engine to start with as a beginner.
@MustyBlox29 күн бұрын
UNITY for sure. There are lot of reasons why you need to choose unity over unreal. And also since you are a beginner, unity is definitely for you
@JanTGTX29 күн бұрын
Hm. I'd say Unreal. Depends on how good you are at C++, but Blueprints are extremely fast and clean to work with once you get used to them. Maybe not for all cases, but damn, I'm "writing" the same functions in Unreal vs Unity like 2 or 3 times faster and with less of a hassle. It's quite insane. My prototype is coming along well within weeks in Unreal while it has taken months for me to get less done in Unity. The lackluster physics and pathfinding of Unity have driven me absolutely nuts. In Unreal, stuff like this "just works".
@GameBoyyearsago28 күн бұрын
@@JanTGTXill say Cry Engine Because Im Learning C++ and like to do stuff manually for specific games which makes optimization great : )
@carsonreader51525 күн бұрын
I humbly submit Godot for your consideration. Free and open source, easy to use but still plenty powerful, and always improving
@mineatomtr12 күн бұрын
@@GameBoyyearsagoisn't cry engine dead? O3DE seems like a better option
@MarianoDevourment14 күн бұрын
Great video! I agree with everything. I started with really old engines (genesis [not the 16bit console], gamemaker [the first version]...), but when I came across unity 1 (yes im that old) and its native support for .blend files I became really excited. Through time I managed to understand quite well the engine... Until they decided to bloat it with hundreds of new features that never got finished nor optimized. Then they decided to complicate things with 3 different render pipe lines, changing how illumination worked among many other things. Unity just became a bloated mess with too many features and none of them working correctly, over complicated too. Unreal is heavy, and all those features like Lumen and Nanite wont work at all in regular pcs, thats why they had to add frame generation, rescaling resolution and other algorithims lowering quality in some frames to keep up... Generating input lag, ghosting, fps drop downs... And dont let me get started with blue prints... wtf were they thinking. But at least, it works and it does what it says it does. I ended up with Godot, back to simple straight forward. No need for all those fancy "hacks" to make your game look good or realistic at the cost of insane unefficient hardware management (of course you need good artists to compensate). Lightweight, easy to learn, no overengeneering things, super flexible (and supports .blend files lol).
@hajime890416 күн бұрын
Are we going to ignore that nanite and lumen is expensive to use.
@brennanIX8 күн бұрын
You can push it, but also get equal visuals at a lower cost. It's just that nobody uses it right. Lazy devs just use default engine features, instead lf optimizing everything to integrate in their chosen game design. The problem is that UE5 makes it super easy to get started, and pump out projects, with a lot of "pre-built" stuff or features that would take time at the click of a button. However, that's where they leave it. They never properly optimize the title because it's about pumping out the biggest most photorealistic looking game in the shortest amount of time.
@brennanIX8 күн бұрын
It's really not, though, if done right. You can have a better looking game at a similar performance level. And as for lumen, that's on the devs for using software lumen. Software lumen is trash, and hardware lumen works way better, but is not used as often. Take stalker 2 for example... that game has mandatory RTX, and uses software lumen, and unoptimized for nanite. If they optimized and used hardware lumen, that game would run way better while also looking better. The issue is devs are lazy, and just pile engine features on, without proper optimization. It's like games are designed around the trailer and screenshots, and not actual gameplay. People always wanna blame the engine, and not the devs who are actually the cause.
@Vohaul21424 күн бұрын
All valid points. I think they both have pretty good features. I chose to learn Unreal Engine *because* of the Blueprint system. Good vid, glad you popped up in my feed.
@kundelstein28 күн бұрын
Well, to be fair about pricing, Unity requires subscription for all Game Console developers, somehow their announcement went under radar, which is a bit strange.
@KenzoGamesOfficial22 күн бұрын
fact
@shreyashmore182428 күн бұрын
Your videos are so fun to watch informative and well explained ❤ 😃
@samyam28 күн бұрын
Thank you!
@shreyashmore182428 күн бұрын
@ can u do godot also 😳
@FullFathomV11 күн бұрын
Great job with this! Really curious to see how the new open source Genesis Project AI physics engine will be integrated into each game engine, could be especially impactful for Godot!
@zombienationz2939Күн бұрын
(is just casually walking by) (Spits in unity's face) "You're fuckin garbage bud." (Leaves without finishing the video)
@HashemMuazen26 күн бұрын
Why haven't I discovered you before? this is really fun.
@jbdh651023 күн бұрын
Thanks for that video. You're an awesome and very interesting person!
@samyam23 күн бұрын
Thank you!
@MadeThisStuff29 күн бұрын
Kind of annoyed that Probuilder is just something Unity acquired rather than building their own solution. A good chunk of development time for my main project is just waiting for Unity to reload with Probuilder being the main culprit. The only probuilder object even in my scene is a 10x10 flat square...
@RealGoOhm28 күн бұрын
Could have really complemented their terrain system if that was the case I feel the same honestly. Working on a project atm and making levels really has been the greatest drain. Blender is great for making optimised levels but placing things in the Unity editor after the fact, then having to do it all over again when you reimport the level is a pain. Seen a talk on using FBX custom properties to turn Blender into a level editor which is fine and all but keeping in Unity for as much of it as possible would be preferable for sure, and ofc nobody really wants to code this haha. Id not argue with an entirely new level editor window with a customisable asset library and some decent snapping and transformation tools XD. Just think it would make the whole level design process in Unity much nicer at least for prototyping sake would save a lot of time both inside and outside of Unity. That does make me wonder though why Probuilder is so slow? So the problem completely vanishes when that object is removed from your scenes? If not you could be looking at the need for something like assembly references to save on compilation time thats just why Im asking.
@mandisaw28 күн бұрын
@@RealGoOhm It's probably because ProBuilder is a CSG tool (constructive solid geometry) - it's hard on the CPU to recalculate all those matrix transformations, additions & subtractions, rotations, etc. As for level editing, the built-in shortcuts make a pretty significant workflow improvement, plus everything in the Editor is exposed for custom tooling (Gizmos and Handles are awesome!). They even made that Scene-view overlay toolbar a public API now, so you can make your own (or add to the main transform-scale-rotate one). I don't know about moving too many DCC features into Unity. It's a bit like Illustrator & Photoshop - I like having a couple of convenient tools from one in the other, but shoehorning one into the other just gives you a crappier version of it. Modeling (and animation, for that matter) are just better suited to a tool designed for that from the ground-up (Blender, Maya, Max, etc). Let Unity do what it's good at, and use other better tools for what they're good at.
@iamagenius264622 күн бұрын
Could you please explain the part where you were talking about Unreal Networking and having to compile source code from git? Why is this necessary? What feature are you talking about ?
@JohnWeland23 күн бұрын
I would have liked to see a category specifically of team collaboration. things like version control etc.
@magnus8713 күн бұрын
All game engines need to improve not only to achieve better games but also to make the development process as painless as possible. Current budgets for AAA titles are huge! Work tools need to be improved to reduce times and costs as much as possible.
@MrRaiPlays24 күн бұрын
Free market competition at work!! The future is looking bright for both engines... Hooray!
@CheeseIs_Life-f5n29 күн бұрын
I think that the blueprints + C++ combo is so powerful that's what wins the game.
@Dominicn12328 күн бұрын
i've spent almost a year learning blueprints and yeah, it's so powerful most people don't realize it's potential, when AAA companies mostly choose unreal, like square enix and has used blueprints in games like kingdom hearts 3/dragon quest 11/final fantasy than it's pretty clear how versatile it is lol
@ShowToaster28 күн бұрын
Yeah but C++ is the reason why nobody wants to use it :d
@CheeseIs_Life-f5n28 күн бұрын
@@ShowToaster C++ is great, and not that bad to learn. I am 14 and can still program in it. Edit: Forgot to mention that Unreal Engines version of C++ is easier than standard C++, so there is that to.
@ShowToaster28 күн бұрын
@@CheeseIs_Life-f5n I can understand that, do what you like. I will stay with my OOP C# :d
@PhooenixificationКүн бұрын
If we are talking purely in the graphical aspect, in my opinion graphics doesn't matter one bit if i like a game or not. And if every game is to become photorealistic it gets boring pretty quickly which i think many agree on. Valheim, Factorio, OpenTTD, stardew valley, terraria, minecraft etc. (you get my point) shows that having a particulate artstyle and doing it well and playing on it's strengths is much more important. Also being able to run on most systems, it doesn't matter how good your game is if only high end spec pc's can run it. I tried adding HD textures to valheim, but it honestly it really doesn't matter that much, that only makes the imperfections of the game pop out more, because the vanilla art style hides the flawes of the games pretty good by being pretty pixelated, and that makes your brain stops to recognize it after 15 minutes of gameplay
@mmkr1-gl5bg17 күн бұрын
I don't like UE. Ever since UT2004 (UE2) it seemed to me unintuitive. Something has changed since then, but I still understand the philosophy behind Unity or CryEngine much better. I'm not arguing against it, just not mine. Use whatever you feel closer to your mind. Learning an engine is a big investment. And you will never get effective at it if you don't like it.
@phantomabid28 күн бұрын
samyam: I am the main character. camera: I umm... highh toodayy.....
@samyam28 күн бұрын
i tried 😭
@phantomabid28 күн бұрын
@samyam Btw, video was dope! Keep it up.
@thekingpachy14 күн бұрын
what if i make my own game without any game engine
@samyam14 күн бұрын
good luck!
@thekingpachy13 күн бұрын
@@samyam thanks! im working on it, and so far i have basic 3d graphics
@Yasssin_Gamer24 күн бұрын
I am forced to use Unity for its performance
@branidev29 күн бұрын
Unity C# more content online,documentation,videos,3rd party assets,courses, there is probably someone out there, who already had same issue like you now... but mostly used in indie studios or few man teams eventually you will move to Unreal Unreal i would say harder software i mean c++ not Blueprints, less content out there, hard to find people talking about your issue, many things are not been discussed online how you should approach some issue or how to use certain things... But Overall for ultimate beginner i would start with Unity and C# anyway... if you start with Unreal and C++ as first engine you might end up, depressed and loosing interest in game dev because there is no one to help you and learning Unreal just for blueprints its like eating only outside part of pizza :D
@MonderMurshed28 күн бұрын
I agree.
@Tom-z1e24 күн бұрын
Do you use unity 3d?
@Kintah28 күн бұрын
Both PhysX and Havok are available to UE users. Some of the games you showed when you were talking about Chaos Physics actually used Havok.
@FeliJj27 күн бұрын
Just a question are you still working on your platformer game?
@samyam27 күн бұрын
Yes! On pause for a bit but resuming soon. :)
@CyrusGameWorlds24 күн бұрын
Unity wins in everything. Unity is no match for Unreal Engine 5 out of the box but as soon as you use Data Oriented Technology Stacks (DOTS) , Entity Component System (ECS), Compute Shaders and other first party and third party packages from Unity Asset Store, Unity will be superior in every aspect even graphics of games which have millions of objects in the scene. Unreal Engine 5 is a graphics behemoth out of the box but you cant make Unreal Engine 5 graphics any better but Unity has a lot of shader, lightening and even ECS/DOTS graphics tools that can shame Unreal. Unity is flexible. you can have a high performance ECS/DOTS (fully multithreaded) game which has extremely high graphics and you can have a low poly cartoony game that is less than a gigabyte in total. Unreal is heavy. it has 90 percent of its tools builtin to the engine. Unity is light and modular and lets you choose which tool and plugin to have and which one not to have. Unreal wins in graphics but only when there are 50K to 100K game objects in the scene. Unity can handle millions of entities or game objects without frame drop. Ultimate Epic Battle Simulator 2 is a game made in Unity that can handle millions of 3D high quality animated characters with individual per character AI. Unreal cant touch Unity in performance and graphics of scenes that are overly crowded with objects.
@senl942912 күн бұрын
Hello, I have some questions while watching this video. You said that their C++ is not transferable. I am not sure why it is not transferable. I really want to use C++ in unreal. I take it for granted that C++ is more transferable than Blueprint. I may be able to use the knowledge of C++ to write applications, but Blueprint will not be available if I change the engine. I currently lack enough opportunities to practice C++, so my opinion may not be accurate enough. It would be great if you could answer my doubts. Thanks.
@JairusC29 күн бұрын
I'm an Unreal Engine user and the things you can do with it, visually, are very very insane and awesome. THIS IS NOT TO SAY THAT UNITY ISN'T CAPABLE OF THAT because there is literally one person that I am constantly amazed by that pushes that engine to the absolute peak. If you have not heard of Sakura Rabbit, you should definitely check them out because what they do with the Unity engine makes me wish we had an equivalent for Unreal Engine, but I have yet to see a specific individual accomplish what they can do for Unreal Engine. Also, reading a lot of the comments for Unity being more beginner friendly makes me wish I started with that vs. Unreal Engine, ahaha. However, sunk-cost fallacy has me stubbornly sticking with U.E. EDIT: AYO! Cheers for Jesse Pitela's VFX courses being included, I love his courses for Unreal Engine's Niagara System. EDIT2: LOL, the end was definitely a comical irony because of the winner of this and then the nomination you got. Thank you so much for the video and cheers to more content!
@samyam29 күн бұрын
Thank you!
@alexgsproductions29 күн бұрын
I know you were punching the desk when you saw your footage out of focus :( Otherwise great video and a new subscriber
@samyam29 күн бұрын
Thank you! Yeah.. 💀
@bradyrigg142622 күн бұрын
19:59 This is not true; replication is built directly into the engine, and can be used in any version downloadex from the launcher. Im not sure what source version you are referring to, but it is likely one that includes a framework? Fortnight uses unreals Gameplay Ability System - or G.A.S. - which is a lightweight framework for any game that needs to assign abilities, stats, effects, tags, and more to a player or npc. G.A.S. is a free plugin pre built into the engine. What you might have seen is that GAS requires a minimal amount of setup in the IDE using C++. With or without GAS, unreal can run multiplayer from a blank project. Awesome video! More often than not, these types of videos devolve into fan-boy/girling over a tool; however, like you said, each engine has its strengths and weaknesses. You did a really great job at presenting those for each engine!
@Ahsmic25 күн бұрын
Samyam hey been watching you since middle school your vids have led me to produce my first mobile game coming out next week. I also wishlist your game 😅
@samyam25 күн бұрын
Thank you and that’s amazing congratulations!! 🎊
@daniel_klement_photography14 күн бұрын
Good points mentioned, UE looks like more AAA game engine, then you realize Escape From Tarkov exists :D
@marularch29 күн бұрын
If Unity has the better UI system, I don't want to see Unreal's UI.
@OverbiteGames29 күн бұрын
Oh man.. I have to sleep, been up all night, can't imagine what the take this is going to be. I'm either about to learn some crazy cool stuff about Unity or hear some slander. UMG is more or less exactly what Unity devs have wanted UGUI to become, just like Niagara is more or less exactly what Unity devs have wanted out of Shadergraph, and the ease of use of Unreal's networking debugger and testing (and, frankly, debugging in general) is leagues above - if you know what you're doing. I'm honestly going to have to take the time to watch this before making any assumptions, but having worked extensively with both, I'll have it be known that my current project is legitimately a "Make it in Unreal with Unreal's production tools and if Unity 7 is out, consider porting, else if Unreal hasn't resolved mobile performance consider porting if successful enough to need mobile port" - Unity is definitely easier to learn, no doubt about it, but Unreal's systems aren't exactly impossible to understand just by vaguely reasoning about them. The viewport and level editor are much better, and even the visual debugging tools built into the engine far surpass Unity's. You have to buy your way into better than Unreal assets - and then learn them and hope that they never get discontinued. Or... Just use Unreal out of the box and just use what few assets or make what few systems you need to. You have full source access. That said, genuinely speaking Unity is more my cup of tea but Unreal just has too much that speeds up my production so I have no choice - a game released too late can harm you way more than a game that runs better.
@SamuTheFrog25 күн бұрын
Bruh it's so bad. I've gotten used to it but I think the way Unity handles it is much more straight forward. The problem with all the bells and whistles of UE5, is they often also get in your way, particularly in the UI department. But my REAL issue with it, is how convuluted it can be to communicate with the rest of your game. I may just fundamentally misunderstand how it's supposed to work or be missing some key pieces of information, but, in my experience I find myself always having to do what feels like "hacks" to make my UI's work with not only the player, but the game world & other more unspecified entities. It's hard to explain really.
@Tom-z1e24 күн бұрын
Do you use unity?
@marularch24 күн бұрын
@@Tom-z1e Yes, and dealing with UI is one of the things I hate the most.
@Hardcore2293.11 күн бұрын
Want an amazing 3D game? Unreal Engine Want an amazing 2D/2.5D game? Unity
@81HM9 күн бұрын
The main things for me is that C# is a lot easier to mod than asking people these days to know C++. If you want your game to have lots of moddability, Unity is the way to go.
@cosmicstudio127 күн бұрын
Just a chill guy that uses Julian's editor
@MHjort929 күн бұрын
Wow, didn't even include XNA in the comparison. Who is this even for then? /s
@pro.game.16 күн бұрын
интересный факт, вэб-сериал Murder Drones снят в Unreal Engine
@ultimytuty6923 күн бұрын
9:36 you know what else is massive?
@MikkoRantalainen13 күн бұрын
Preference for C# vs C++ definitely depends on your background. Somebody from C/C++ background would feel Unreal much easier target. If you do or plan to do any programming for living, try to learn at least 4 different programming languages that are not just different syntax to the same backend (that means pick one .NET language only).
@Windsor-u5t17 күн бұрын
Hey samyam thank you for your very precise analysis and explanation. I completely agree, and I think many others do as well, that Unreal Engine 5 has truly created a revolution in the gaming industry and even in filmmaking. I believe it has even made some companies jealous, especially those with their own game engines. But what we’re seeing in practice is stunning graphics, incredible physics, and most importantly, the fact that most of the world’s top game developers, like Kojima, Remedy, CD Projekt Red and many others have shifted to using this engine. It’s clear to everyone that this engine is here to stay as a major force. Btw I don’t know if you’ve played Tech Demo of Witcher, which was made with Unreal Engine 5.4, but I played it on old system which is GTX 970 with third-gen intel i5 on medium settings, it gave me around 45 FPS, all while delivering stunning, lifelike graphics which is far ahead of any realistic games ever made.
@SGUDevs26 күн бұрын
its up to the user on how to develop projects in them with experience and curiosity
@andrejbartulin24 күн бұрын
Unreal is goto for photorealistic games, architecture visualization, VFX for game movies while for 2D and web games you can choose between Unity and Godot
@JanTGTX29 күн бұрын
Unreal all the way. I just switched from Unity a while ago and man, it is another world entirely. I fought weeks to get proper physics and pathfinding (not really) working in Unity, it was an absolute nightmare. In Unreal, this stuff "just works". I'm a somewhat decent programmer, but not very advanced after all. Blueprints have accelerated my workflow by 2 or 3 times. It's insane. And I have yet to encounter any functional roadblocks. Just leave Nanite and Lumen off. They eat frames for breakfast.
@samyam29 күн бұрын
Can relate on the pathfinding lol
@verendale178928 күн бұрын
Lumen and Nanite kind of feel like a Marketing scam to me almost. Like this is for Hollywood not games lol, far from production ready with a lot of limitations (Nanite Foliage or Lumen Grain and Ghosting) Epic should stop pushing it down as the only way to work.
@JanTGTX28 күн бұрын
@@verendale1789 "this is for Hollywood not games" - well, that's exactly how it is. ^^ VFX artists use Unreal. Nanite and Lumen are great for them, because the scenes you can make look gorgeous, while they don't need to render stuff in real time. And yes, Nanite does reduce rendering time for photoreal scenes with billions of vertices. It's just not something you will see in games any time soon.
@JanTGTX28 күн бұрын
@@verendale1789 To be fair, you absolutely CAN run highly demanding scenes with Nanite and Lumen in real time, you "simply" need a top-of-the-line GPU. It's just not very consumer friendly. I for one am working with Ryzen integrated graphics. 😂 At least it's a good way to keep performance in check and guarantee a fluid experience also for low-end users.
@verendale178928 күн бұрын
@@JanTGTX Well the problem arises when Epic is not transparent with this at all and keeps pushing it as a Gaming thing - and also deprecates ways to do things slowly that are not the Nanite/Lumen way (for example killing off most of their older Indirect GI workflows so that you are stuck with Lumen - or the awful ssgi)
@Opacube29 күн бұрын
While i'm agreeing with most things, i'd have to disagree on the marketplace part. I think unreal engine's marketplace was better before "fab" as well, it had a LOT of free stuff of high quality (plugins, models, etc), as well as paid stuff, but it was also easier to use, it had free paid articles each week too. Meanwhile unity's marketplace had a lot of important stuff removed, some assets that should be free costing a lot of money, and most of all, i prefer the implementation of unreal's marketplace over unity's, it's simply easier to use and looks better inside your projects.
@CommanderBeefDev19 күн бұрын
bet you didnt know octopath traveler was coded in unreal, guess thats why the lighting and atmosphere is so good
@samyam19 күн бұрын
actually i did know that :P
@CommanderBeefDev19 күн бұрын
@@samyam 😳
@zoelbastianbach179211 күн бұрын
I think what people often miss when comparing Unity and Unreal is their scalability factor. I use both engine, and sometimes Unreal seems more rigid, but its rigidity and complexity come with reasons. The flexibility that Unity has was really good, but also give some negitive impact, maintainability. Dependency hell is real. While in Unreal, because everything was integrated so well inside the engine, when you want to scale up the team, every core system to build the game was there with clear cut separation for each module (AI, VFX, Material Editor, Animation, Control Rig, Audio, etc). It feels overwhelmed when you have little team, but it save your brain from many little things when you need to maintain huge project with larger teams. And I disagree with multiplayer and performance score here. You will understand when you are working in complex project for both engine, whether multiplayer project or optimizing performance, Unreal is a beast. And also using ECS in complex project seems equally frustating with compiling cpp of unreal project (using unreal source for multiplayer), lol.
@lukefromafar29 күн бұрын
Ima stick to godot in the beginning
@johnpekkala694119 күн бұрын
I use all 3 - Unreal, Unity and Godot. They all have their strengths and weaknesses and I choose what engine to use based on the nature and character of the game/projekt I am creating at the moment.