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by malkia 4127 days ago
Can you even compare them :)

Evaluation of software, be it library, framework, sdk or a whole engine+tools is much much harder than writing actual software, especially when royalties, copyright and other legal issues are involved.

In reality there is no way of knowing what would do your best, so you can look at specific bad parts and take that into decision making, for example, for what I've heard (and possibly it could be wrong):

- Unity is not really good when lots of people have to edit the same files, merging is not really good, and the server option does not really cut it. (For example Quake's engine .map text files are not so bad to merge in cvs/svn/p4/etc.)

- Unreal had always had the bad "fame" of 30-only fps game, while this is okay for certain shooters, or 3rd person games, it would've never worked for "Call of Duty" where the brand was simply established with 60fps. To some people this might sound a bit pedantic, but 60fps matters! (And >60fps does not really, unless you need to swap frames for a 3D VR device of sort)

That to be said both engines surely have really good parts. From little I've explored in Unity, what got me first was the ability to extend the editor while it's running - I could add menus with functionality while it was running - this is super cool.

Unreal on the other side is well known engine with lots of people from the AAA game industry familiar with it, and while the editor might seem completely foreign to people starting in the game industry, it's pretty well known by many others (I guess they don't advertise it much).

The hidden gem of Unreal for me, was it's internal UI system, which could be used as a separate project - it has docking, controls, etc. - it might be a good replacement for Qt, MFC, wxWidgets, etc.

2 comments

I have never heard about this "fame", yet I cannot think about game that is 30-only fps?

I can think a lot of games that are ue1-4 that are not bound by fps limits at all.

Editor in UE4 is streamlined from what UE3 was. Its now quite easy in the end.

Sorry, I wasn't clear - from what I know, on the consoles only few Unreal games on one specific console made it to 60fps. I could be wrong, and have old information, and yes this greatly relates to older Unreal engines, and from what I've heard (over and over from people working with it) it was the script language and kismet (maybe I'm confusing terms here) that was the limiting factor.

Now I'm a generalist, that ended up as tools engineer, so I might be talking complete non-sense, but again when I've talked to anyone from my previous studio or others that was the overall sentiment - Unreal can't give us 60fps unless Epic are directly involved and custom version for a game is done.

(Obviously you can do 60fps always, but it may not be up to the visual quality of other 60fps games).

Looking at UE4 and blueprints, it seems that they've understood their weak point and worked aggressively on fixing it. So it could be that UE4 would deliver 60fps just fine matching visual quality of other products at the same fps. (aaah, now someone would add - what about resolution? heh, I dunno - I think upscaling is just fine, but then you have all these crazy journalists digging up... frame rate is much more important though)

Thanks for a great review of both.

I am confused, so is Unreal unable to do 60 Hz?

Do you have any experience with the UI system or know about any projects using it? I wonder what Gotchas or limitations may exist.