JoeJ said:
Can it do reflections as good as UEs SDF tracing? I have never seen such thing in a Unity game. I guess Unity also lacks VSM and recent advantages on soft shadows, but idk.
Technically speaking Unity is quite modifiable as engine, with SRP and other additions over the past years (but not just those - it was quite “bendable” even before) - there are SDF generators + tracers well integrated and implemented by 3rd parties. Same goes for various shadows algorithms.
The question is - whether this counts (I mean from users-perspective it definitely does … but it isn't developed by Unity Technologies)? I don't have much experience with UE - so I can't speak about how modifiable it is.
On the other hand I do have quite a lot of experience in Unity (and we had to make it work with custom ray tracing, integrate with in-house engine, etc.). I can't share that work though due to legal reasons (unless I'd talk to my partners about sharing specific things out).
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Additionally, Unity does also implement HW Ray tracing for quite some time in HDRP for example. Feature-wise they aren't really as behind as people tend to portray them.
JoeJ said:
Yeah, they work on it, but afaik that's a fork which has nothing to do with Unity. And i have not yet seen that either in shipped a game.
It is Unity official version for China - https://docs.unity.cn/cn/tuanjiemanual/Manual/VirtualGeometry.html - this is the official docs for it and they also have some more details in https://developer.unity.cn/projects/64883165edbc2a116e4f941e
I still have no idea why they haven't considered adding that tech also outside of China and what's their reasoning behind that.
There are of course other various implementations on Unity - at various stages of implementation and reaching various performance.
As for shipped games - one of the problems of Unity is that AAA studios just doesn't select it. Yes, we have Cities: Skylines for example (incl. the 2nd one - which has terrible performance) - and it is by all means a high fidelity game … still, most of the games in Unity are smaller.
For whatever reason decisions of Unity corp. doesn't seem to be in line with their target audience … which I consider much bigger problem than missing tech A or tech B (which is, in case of Unity, still supplied through 3rd party assets).
JoeJ said:
Nah. This is still dominated by SSAO, no complex materials just flat diffuse everywhere for most. Like a game from the 2000s but with hi res textures. They fail to take profit from baked lighting. There would be better examples, but i can't come up with one quickly.
I wanted to point that one out because it's kind of abusing an engine that's ages old, while still keeping the results somewhat good enough quality.
It will heavily differ on what kind of visualization/game you look at, and what you aim for. For this kind of games it's absolutely okay to have precomputed lighting, etc.
JoeJ said:
Now, i have played quite a few UE5 games already. And to me it's a noticeable generational leap visually. It's more than what we've got with the PS4 generation back then. Though, i never noticed any dynamic GI in any game. Never i can open a door and see how the light floods the whole room. I know it works, but only from demos on YT, not games. I guess the level designers just miss the opportunity so far, and have not yet learned to take advantage. Or maybe they need to exclude doors from GI, similar as with characters and most dynamic objects. That's something i really wonder about. But otherwise i'm impressed and also happy with perf. on my old HW. (Sadly i'm not impressed from the games themselves til yet, but that's another rant.)
So far I wasn't really that impressed with UE5 games, and that mainly counts for visual/performance rate (when you need to upscale the image - it is by far worse than PS4 era games).
As for the games - I have to second that I'm not impressed by the games itself. They can be visually beautiful - but that will only hold the game for so long. If they're boring, with shallow characters and bad story - the game is just bad (but yeah, this rant can be done elsewhere).
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This being said - my most “regular” game these days is AoE2.
JoeJ said:
Personally i do not wonder if some devs switch from Unity to UE for better visuals. I wonder much more why Unity buys a offline VFX company, but refuses to bring their gfx up to date. It took them a decade only to get their TAA right.
The TAA bugged me for so long (among other things). They did (and still do) very … weird things as a company.
You have 3rd party unbiased renderers that integrate well with hw rt they provide. But they're unable to provide theirs? Even after buying whole company focused on such thing?
The worst thing on Unity (and again, I can't really compare to UE and comparing to in-house tech is unfair) is that their performance gets version-by-version more terrible. Every single change in C# code or assets ends up in progress bar where you wait for multiple seconds. That wasn't case 5 or 6 years back, now it is.
This one thing is objectively much worse than any of the visual things above - and it doesn't matter how much visual extensions they bring in - as long as they won't fix interactivity, it won't matter. Doing larger-scale projects in Unity is annoying and you're constantly fighting the performance of editor (I know that far too well). Sigh…