4 ms·
I don't think graphical fidelity is a good argument for any engine today. People are making movies with Unity[1] and Godot has demonstrated[2] all the bells and
by zanny 9y ago
I don't think graphical fidelity is a good argument for any engine today. People are making movies with Unity[1] and Godot has demonstrated[2] all the bells and whistles you could want at least if you intend to target consumer PCs that exist today.
[1] https://www.youtube.com/watch?v=GXI0l3yqBrA https://www.youtube.com/watch?v=GXI0l3yqBrA
[2] https://www.youtube.com/watch?v=XptlVErsL-o https://www.youtube.com/watch?v=XptlVErsL-o
At least for anyone developing a video game right now, unless you know of specific rendering techniques you need that Unreal has that the others don't, there is nothing you can really come up with that one can do the others cannot.
That being said, I'd imagine in a benchmark of GDNative vs Unity vs Unreal Unreal would probably win, Epic has way more than enough cashflow to throw tons of engineers on optimization that Godot just doesn't have. It wouldn't be an orders of magnitude difference, though - we are talking optimization of already tight render loops, and Godot benefits highly from having a tiny renderer.
- kenning 9y agoI'm working full time in unity, but the game is 2d and I don't have much reason to learn about 3d rendering. I'd love to at some point... From my perspective, and probably many other amateur game developers who are making all three engines popular, I think the big difference may just be that ue3 comes out of the box with a bunch of random postprocessing things turned on. The base ue3 scene looks amazing, with lots of interesting materials and textures, whereas the base unity scene is completely empty space with an ugly blue-grey gradient horizon (which I've seen unchanged many times in game jams and indie game competitions). Regardless of potential, most indie devs similar to me don't care enough to make their indie games look good because they're busy making them fun.