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by jayd16 1417 days ago
This is kind of like looking at a race car and wondering how anything else can compete. First off, Unity and Godot have different license models from Unreal. There's room just based on that. Moreover, a lot of the fancy new stuff doesn't run well or at all on mobile, a huge segment of the market. I'm not saying Unity or Godot have it easy but there's still a lot of room in the market.
2 comments

The race car analogy can be extended in that UE4 doesn't even give you a competitive F1 car but it's marketed as such. AAA companies outside of Epic using UE4 have spent a kings ransom on customizations to tailor it for console. Much like top F1 teams just getting an engine doesn't put you out front without a bunch more work. Nevertheless, this is only a problem if you think you can take UE4 and a small team and make a AAA game that's pushing lots of polys on older consoles at high fps without extra work.
I'm a little surprised you're being downvoted. There might be a bit of hyperbole in your words, but no game engine is entirely off-the-shelf per-game. Or, idiomatic code suited to an engine always requires a bit of elbow grease to be ready for shipping.
I'm being downvoted, likely, by people with little experience in this particular area I guess... There is a real actual gulf between a fully tuned AAA game engine and what you can buy.
>This is kind of like looking at a race car and wondering how anything else can compete

Sorry I have nothing else to add to your comment, but I just wanted to say I love your analogy. I am stealing this one.