@GianReto: Do you find that Unity is graphically inferior to Unreal? That seems to be a dominant theme of this discussion, that Unity is not as good as Unreal in terms of raw graphical power output.
There would be some differences, however nothing as large as the current screenshots on the internet shows.
Obviously draw distance will be impacted, however if you scaled objects like grass on the last LOD to 1.2 it should fill the screen the same. Objects like buildings would need one or two more LODs to allow the same draw distance.
You will notice with Unity that if you plugged in a diffuse into the Albedo slot it would still render correctly even if it's a BPR shader, doing this in Unreal would produce very dark results. The side effect of Unity supporting old maps like this is that the color is dull and the details less sharp. However this can be fixed by tweaking the shader.
If a Unity experienced team and a Unreal experienced team made the same game a screenshot should almost look identical; Unreal will just have a better draw distance. The most notable difference would only be noticed during game play, because Unreal's game would be full of animated objects providing a sense of a living world.
refreshing after having seen the non-existence that is the UE4 C++ documentation. So if "almost no documentation" is what people call "non-beginner documentation" nowadays, then they are right that the UE4 C++ documentation is aiming at true pros ;)
Finally someone touches on Unreal's greatest weakness, out of the box Unreal has only Blueprints for scripting. You need a separate C++ compiler if you want to program any thing into Unreal.
The reason I was waiting for this was because there is a very good point to it, first it prevents newcomers from doing any real damage. The visual scripting also helps in the learning.
The real amazing thing is what happens when it's used by a team, the same system that blocks amateurs also blocks the none programmers. When you have a large team miscommunication is a very significant factor, because your content artists don't keep up with changes in programming as they are busy it can lead to large bottle necks.
Now you can just prevent them from scripting by removing Visual studio from all of their PCs, they can still make the things they need with blueprints and if there is something special, they contact a programmer who has kept up to date with the changes in code.
This cuts debugging time by almost a third.
THEIR games (though I am not sure if Epic still produces any game since becoming an engine dev first and foremost).
They do just look at there releases, they have good games.
Ugh... I wish that lie would just die... Epic have done no such thing.
I think it started with Epic saying that the Unreal engine they used for one game was completely different from one used in a other game; this was then assumed to mean they start from scratch each time.
Because a engine you use to build a FPS would be different from one used for an RPG. Epic probably keeps a base engine that is similar to the public one, that can be altered to match any game they are making.
The reason Unreal isn't as buggy as Unity(in relative scale) is because Epic hires independent studios to go over there engine code and optimize it. Hiring proofreaders and editors to optimize your code isn't something you would do, if you where just going to scrap it again.
@Gian-Reto, what components do you think need to be upgraded to reach the 'Unreal' standard? I know ScoutingNinja mentioned that Unreal just does a better job of pushing more polygons on screen at least.
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Terrain tools, I saw this was divided into two one optimizing the mesh the other optimizing the terrain details.
Particle tools, or just away to optimize it, the overdraw is a killer.
You can use a free atlasing code or 3D software, because the free stuff is better than what Unity is using.
You need a custom importer to have proper smooth groups and to remove import errors, also adding collision importing.
Some tools to quick preview the imported assets and see if they are working, Unreal's content browser is very good.
A updated BPR shader won't hurt.
Some kind of BSP mesh or any level design tool should help.
Static mesh and Animated mesh exporter.
A target based animation retargeting tool, instead of the Tpose one.
Better animation optimizing and importing, Unity's animation player is very good, so it's frustrating when you can only have so few characters on screen.
A proper instancing pipeline, for both meshes and materials. If not this then some zone tools or mesh merging tools.
A visual scripter for both coding and shaders.
A blueprint system(Not code), that keeps full working sets stored and ready for use.
The sound tools are neglected, if you have some good sound software outside of Unity skip this one.
Unity's navmesh isn't as good as Unreal, however it's still good, so a optional upgrade.
Unity's reflections and shadows need a boost, to match Unreal, although baking could cover this, so only needed if you want day/ night cycles or weather effects.
A skin shader with subsurface. Also foliage shader, none of the ones it has is very good.
Better Lod crossfades, the ones Unity has are very bad, in both performance and looks.
Hair shader, it's a large part of characters, cloth shader also recommended.
Terrain shader, I know there is a free one, just can't find that one.
UI tools also need a upgrade, although it's working as is.
Unity also needs improved Sky box/ sphere tools.
Improved 2D editor, with basic morph and mesh options.
A decal option, that extra UV workaround is a bad idea for a batch engine; UV maps splits vertices.
These should improve the visual experience without killing your budget, as for the other large differences, programming skill can compensate for it.
If you want I can make a full list, with all tools Unity is missing and some that Unreal is missing; this list is just a quick list of things I found in the store or the internet to improve Unity's visuals.
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