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>tfw working with unreal
I guess at least it's better than unity
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>>570568
I would take 5K compiling shaders, or 10K rather than work with Unity.
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>>570568
how is it better than unity?
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>>570577
OP here, me too.

>>570578
you will only know true hate for unity if you've worked with both. they're both free, so try them out and see for yourself.
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>>570579
I worked with both so I know them. I haven't seen an easier and faster streamlining engine than unity. this goes for scripts, gameplay mechanics, compiling scripts, etc...
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>>570580
Because Unity is garbage when it comes to materials and I'd have to buy an asset for nodes, or even further write the shaders when I could just do it in Unreal in a couple minutes. I work primarily in 3D high to low workflow, and Unreal caters to this more than Unity. I'm sure Unity can do 3D well, but for my arch vis projects Unreal > Unity because of how easy it is to make it look nice in Unreal with minimal effort.
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>>570582
>I'm sure Unity can do 3D well
Unity splits meshes up if they exceed 65K tris.

I could write a book on why Unity is shit, but I'm at work atm
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>>570583
I meant in a Lowpoly-AA fidelity in terms of graphics. I'm sure you could get near Unreals quality with the engine, but it would take you a lot longer to write/implement the shaders than it would take you in Unreal. Like I said, for all of Unreals annoyances like compiling shaders and building lighting, I would take that over Unity any day.
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>>570585
lighting and shading is garbage in Unity compared to Unreal. also, for many simple features, you need third party plugins (assets)
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>>570582
It's true that you'd have to buy lots of assets to do the stuff u need to do which comes with UE4 by default, and yeah the advanced post effects that come with UE4 like ambient occlusion, SSRR, motion blur and stuff puts UE4 miles ahead of Unity when it comes to Archviz.

But UE4 is slow and very clunky. it recompiles everything for 15 minutes after you press a button. It creates tons of bugs and name conversion errors when you try to get an exe, where in Unity you can see any errors that would come up when compiling the second they occur. Also it seems you've never tried to construct a gameplay in UE4 coz you'd know what kind of a nightmare it is. There is no open documentation or the current libraries Unity has that makes game making much easier. Not to mention UE4 games run like shit on pretty much every computer with noticable lags and constant framerate drops.

So UE4 is great for many things, but those alone are a tiny portion of what both engines offer and it's not enough to make it better than Unity.
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>>570587
>UE4 runs like shit
Considering you're referencing indie developers who don't know how to optimize when in reality UE4 has many AAA games with great FPS, you can stop with the strawman on that point.

That being said, I don't code gameplay, I work in graphics, and the tools to create my scenes are 100x better than what you have in Unity. As for the coding, Unreal has C++ sourced for the engine, so I don't see how coding gameplay is really that much different outside of less documentation. Seems you're having more of a personal problem on learning how to code gameplay in UE4 than it being a problem in and of itself. I will however agree with you that compiling for an exe in UE4 is retarded, as I've run into problems before in projects with scripts.
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>>570586
Why are you agreeing with me but continuing to argue as if you're somehow making a point that I don't know about? I obviously agree with you, stop being retarded, thanks.
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>>570588
Can you name a few major games made with UE4? Also can you name the tools you have in UE4 that you think Unity doesn't have?
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>>570590
The handling of displacement and tessellation is much, much better in UE4 than Unity. The complexity of material creation to be able to be made by absolute beginners to get great results is because of the great node based system for materials. Unity is garbage in this regard and I'd need to write the shaders/buy an asset off the store to get the complexity that is free in Unreal. Unreal has better static lighting bakes, as baking in Unity can still give you wrong shadow placements. Unreal has a much better particle system, with the ability for me to implement my HLSL sky shader with ease.

I could go on for quite a while but there is no point to that so I'll just say this: If you are working with high graphical fidelity then you should use Unreal because of the major advantages it gives in terms of performance when dealing with AAA/Arch vis type projects compared to Unity. You should use Unity if you are making an AA-Lowpoly-Mobile game/project. I know Unreal can do all three of those ideas, but it is common ground to acknowledge Unity has much more resources to do these types of games, just like how Unreal has much more graphical capability. Escape from Tarkov is Unitys "AAA" game, but it fades in comparison to the games list of Unreal in terms of graphics.

It's more about the artist, than the engine anyway, but we're talking about graphical power here, not the ability of the developers.
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>>570592
Well I already said UE4 is better with graphics, I was hoping you'd name something that isn't graphics related since its just a small portion of what it takes to create a game.

Also I don't know if UE4 changed lightmass to some other raytracer but lightmass can cause lots of issues when baking lights. so it's not any further than Unity. Also the new Unity particle system is pretty much on par with UE4 particles with custom vertex streams, turbulence and shader integration which I'm not sure if UE4 even has.
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>>570594
If your pic is in UE4 then you're not correctly making lightmaps or your settings are off. You specifically asked what tools and I gave you some, and since we're on /3/ I would think you're talking about graphics, not other. Unreal has much better light bakes than what I get from Unity, as Unity has its issues with correctly placing the shadows in the first place. You have to really fidget with it on complex scenes.

Also, like I said, I don't see why you're focusing on the not graphics as I'm more talking about the graphical power of the engines, not something such as coding. I am an arch vis guy, and I recognize the better implementation when I see it so I don't know exactly what you're trying to get at. As if somehow Unreal is inferior to coding when C++ > C#. Not to mention Unreal has blueprints, which sure, are the poormans tools to create mechanics, are very viable for artists to get logic done quickly and easily for their environments.

What exactly are you trying to argue here?
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>>570595
Because this thread is about UE4 vs Unity in general, not which engine handles graphics better and but is shit with everything else. If your point was that UE4 is better with handling graphics or is better for archviz visualizations then yeah, it's true. But you must also get used to the fact that Unity's script implementation, documentation, gameplay mechanics, bug fixing, compiling and everything else is much faster and easier.
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>>570589
I'm just confirming/adding to your post, not arguing mate. calm down
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>>570599
Apologies.
>>570598
You're arguing with the wrong person then because all I care about is graphics and whether or not it's easier for me to implement environment logic inside my scenes. How about talking to a coder who knows C++ and C#, to compare with them on which is better? Because from what I can tell bigger, more vast and expansive games are made on UE4, than Unity. Mostly what I see coming out of Unity is lowpoly, 2D, or mobile games. I very rarely see anything AAA coming out of Unity, which sets a huge precedent on what Unity is used for, compared to UE4.
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>>570602
>I very rarely see anything AAA coming out of Unity, which sets a huge precedent on what Unity is used for, compared to UE4.

that's literally what unity was made for. the average jackoff. that's why it's immensely successful.
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>shitting on unity in 2017
>'b-because it sucks'
first half of the thread with op included is your usual retards.
Unity is for indie, 1mandevelopers; UE is for bigger teams who know what they're doing/what they want and will look into everything.
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>>572095
UE4 is perfectly fine and superior to Unity for 1mandevelopers, they just have to know their shit instead of being some retard making a 2D indie platformer Frankenstein out of store-bought assets and code.
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>>570590
>>Can you name a few major games made with UE4
Ace Combat 7, Street Fighter V, Tekken 7, Guilty Gear and the new DBZ fighter, Ark, Conan Exiles, Darksiders III, FFVII's remake, Sea of Thieves, Deathwing, and a tonne more.
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>>572095
It sucks in anything graphical in terms of AAA "realism". I would however say that Unity is better for lowpoly as there is a plethora of assets, and plugins dedicated to it. Also 1MAs are already popping up everywhere in UE4 community.
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>>572095
not really

ue4 is much easier to use than unity even for amateurs and small teams because of blueprints

unity is just outdated at this point, it has no target audience except old unity users
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>>570582

Maybe Unreal looks better by default, but if you know what you're doing Unity will look better because you can give the engine your own graphical aspect. Unreal engine games always look like unreal game (horrendous plastic/playdough graphics). The only people I've met who think unreal looks amazing are people who work with the engine.
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Cryengine shits on both UE4 and Unity btw. It's the only current gen engine of the available ones when it comes to graphical prowesses. Unreal Engine 4 looked good 3 or 4 years ago but now it can't compare to Cryengine, Frostbite and Decima. The foliage rendering in UE4 is atrocious and your game will always have this horrible plastic look no matter what you do. Also the engine is a pain to work with, with it's shader compiling times that become unbearable when you need to modify your terrain material.
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>>572166
Yeah no. Only thing I 100% agree with is the foliage horseshit that UE4 is crap at. This being said, Cryengine is garbage because of how their scripting system is set up. Not only that, but they actually copied UE4s blueprint modes and it sucks shit as they have barely any functionality. Cryengine is great if you are an AAA developer with support directly from the Crytek devs, otherwise you are going to be clueless due to the lack of documentation, alongside the nearly dead community. I would take Unity over CE than use it ever again.

I do miss the good dynamic shadows and foliage setups though. Only things it does right.
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>>572154
>easier to use
>you need to learn a retarded blueprint system on top of C+ language
Possibly the dumbest post in this thread
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>>572179

Cryengine didn't copy UE4's blueprints, Flowgraphs have been part of Cryengine forever. They also came up with schematyc which is WAY easier to use than blueprints. Update 5.4 coming in a week will greatly improve this new feature. And don't judge an engine upon it's visual scripting system, if you're serious about making a game you should hire a real coder, unless you want to spend hours replicating blueprints from tutorials without understanding what you're doing.

Cryengine may have lacking documentation but it feels so good tu use it when you know what you're doing, and your game will look gorgeous.
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Unity is fucking awful but I'm currently invested in it until it either stops working completely or I make my money back. The subscription only service they moved to can eat a dick.

UE4 is in the same boat. I'm not using it because I don't want some shady chinese business digging through my bank accounts thinking I owe them royalties.

Cryengine doesn't allow porn.

Time to learn Godot.
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>>570568
The argument of Unity vs Unreal is arbitrary as the gen 7 flame wars. Both dev kits do the same exact thing. Real men code and compile from scratch.
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>>572185
Flow charts were broken since its inception. The fact that you think you can pretend there was no overhaul to compete with UE4s blueprints is pathetic as I consistently keep tabs on Cryengine as it was the first engine I started using. It is still quite broken as of now, even with the updates it has received. Also, don't strawman my arguments as obviously blueprint like systems are inferior to a C++ hard programming option. But the reality is if it's something simplistic in nature, there is no need to code it within a programming language, and instead a blueprint/flowchart option is easily an advantage. I tend to make my UIs in Blueprints and create any potential C++ plugin I need for things that do not exist in blueprints for UI (such as hardware detection). Anything else gameplay related however, I just use C++.

Also as a subjective note,Cryengine does not feel good to use when you import your shit. It is garbage with its formatting in this regard and I switched to UE4 because of it. The only things I give Cryengine the advantage on is foliage, dynamic lightin, and a more optimized default time/sky system. Other than that, don't even try to lure people into using Cryengine when the documentation is scarce, the developers don't give a shit about indies, and the community is basically scattered because of the lack of support.

It is not worth anyones time unless you are able to problem solve ON YOUR OWN, the deep rooted issues that come with late development because the developers of the engine are faggots.
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>>572185
>>572760
Crytek is really shitty when it comes to indies. For example when they released some documentation explaining their "unique" shaders then in like less than a week the docs were gone.
They didn't even have FBX support from the get go, it was either use max or maya.
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>>570582
>t. brainlet who wont write his own shaders
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>>570583
>needing a mesh that exceeds 65k tris

don't blame unity for you being an idiot.
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>>574508
Very common in Archviz.
Sure you could split up the models and might have to for optimisation / streaming but why add a step that's not necessary?
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>>572759
wow fucking my .'soggynistic much?
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>>572181
Blueprints are fucking awesome and if you know only the most basic rudimentary concepts of programming you can be productive with blueprints in 1-2 days tops.
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>>574508
>>574539
Very common in fucking anything that isn't mobile games, but then again that's all Unity is good for.
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>>574508
That's common to exceed 65k tris if you're making AAA quality character models. But since nobody uses Unity for AAA games I can understand that. Unity's way better for creating shitty first person horror game and fidget spinner simulators.
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>>572181
yes, visual scripting is far easier to use than a very complex programming language

>Possibly the dumbest post in this thread

I can't tell if you're being ironic by posting literally the dumbest post in this thread
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>>572181
i didn't even learned blueprint. Basic usage of blueprint functions are very intuitive.
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https://m.youtube.com/watch?v=Hr5IOEQI7eg

>muh gfx

Unity can look great. But unlike unreals babby mode where it sets up a shit ton of lighting and post you actually have to know what your doing. Unreal is bloated to fuck and performance isn't great.

Plus Unity is cheaper
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>>576137
>and performance isn't great
Bait, Unreal is fucking god tier in terms of optimization for the level of graphics it offers
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>>570590
I'm really surprised you're unaware of how many modern games use the unreal engine
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>>576139
>downsampling is good optimization
lolin at your life fag
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>>576282
>unity the mobile and lowpoly game engine is a good engine for AAA games
lolin at your life fag
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>>574836
far easier for the stupidly simple tasks like triggers. However for more complex systems visual scripting is a rope that you will use to tie a noose for yourself. If you want to design games stop being a faggot and learn to program.




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