How can unity even compete with unreal engine 5?

How can unity even compete with unreal engine 5?
youtube.com/watch?v=cRLnR4Kot2M

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>How can unity even compete with unreal engine 5?
Being less resource demanding

unity really isn't that bad.

Then
>lots of different game engines designed to make specific kind of games
Now
>you will use UE for your game or unity if you are poor, or rpgmaker if you are a complete mong
What happened?

MetaHumans can look really good with the right setup.

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Honestly as cool as unreal is, does your project really need to be able to render a quadrillion vertexes at once? Really it should just be a matter of what coding language you're most comfortable with.

>or unity if you are poor

Unreal Engine is free and you only pay a 5% royalty if your project generates more than $1 million in revenue.

I'm more interested in the tech that allows devs to no longer have to worry about fake lighting or LODs, it's all done automatically now.

>rpgmaker games are...le bad!
lol ok pleb

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If you're using photoscanned meshes, it definitely speeds things up. Epic recently acquired CapturingReality which makes professional photogrammetry software, so they definitely have an interest in photoscanning.

capturingreality.com/

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nanites are godsend performance boosting for shitty developers youtu.be/XzPK-DpoP1M

Then
>lets try to make fun games with great gameplay and quality visual/audio assets
Now
>d00d check out le heckin engineerino!! look at those heckin effects bro! were gonna buy some store assets and make millions on this early access game bro!

Epic has been warming up to the film industry a lot. I can imagine Nanite will really excel in CGI animation where storage is not as much of a concern and filmmakers can render out movie-grade assets with 8K textures in real-time.

youtube.com/watch?v=F_N3mSCcyVs

youtube.com/watch?v=0gcSxscH0I8

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Unity's actually looking pretty good itself lately right now.

youtube.com/watch?v=eXYUNrgqWUU

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Easily.
Unity makes it simple to control two characters with one set of controls simultaneously. UE4 and by extension 5 make it a cunt to have more than one actor operating with it's own gravity while still being controlled by the player.
Try making a Mario and Luigi style game and have both be able to jump independently. It takes all of a few minutes to do in Unity. Much, much longer to do in UE4/5.

by not being chink spyware

unreal made it easy to understand why their tech is so powerful, this unity video isn't really elaborating much about it.

The source code is fully available on Epic Games' GitHub.

Ue5 looks really soulless

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>clean cities are LE BAD!

Comes down to what the devs decide to do with the tool really.

Doesn't Mirror's Edge use baked (pre-rendered) lighting?

ME is meant to look somewhat colourful but sterile.

slideshare.net/DICEStudio/henrikgdc09-compat
Not sure. Even the first used some kind of global illumination but I don't know much is real-time vs "pre-calculated"

They did the same shit with UE4 nobody used it's potential aside from hyper realistic cheap Chinese games and they're janky as fuck

>makes a video game charactor
>gives him fag hair and he's doing queer face
why do all basedqueers do this and think this way and mentally want to look so faggy

gdcvault.com/play/1023284/Lighting-the-City-of-Glass
And a talk on Catalyst.

yea, I was watching the video and was wondering why he was fucking up the face so much

First one used a custom baked lighting solution, second one is mostly realtime i think.
The image i posted is some guy trying to recreate the ME aesthetic on UE5
twitter.com/tomrkobayashi/status/1513060617782906880

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who cares. the only interesting future for game engines are the ones that will be able to take full advantage of vr

compete what? wich engine is the most uncanny?

I make 3D animations and I've been using UE5 as a renderer for a while and it's been really great. Going to sleep overnight waiting for Blender to render an animation on my poor little GPU only to wake up and find out it's still rendering has been replaced with waiting mere seconds in Unreal, and Lumen GI is pretty darn superb for real-time.

no they can't. Metahuman is way too limited to be good for anything other than background NPCs.

>games look a few % better than before (at best)
>system requirements shoot through the roof
Yeah, UE5 is cancer

It looks amazing, very impressive.

But why does it looks so fake? Why does it have that 'unreal engine' look about it? Serious question.

>looks better
it's not about that, it's about how much easier it is to make games now

>How can unity even compete with unreal engine 5?

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Hey, I know that pool room!

unrealengine.com/marketplace/en-US/product/modular-swimming-pool-megapack

It's a cool experience being able to put on a VR headset and go into the ladies locker room without being kicked out and arrested -- probably the only way I'll be able to experience that.

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>light probes rather than dynamic GI
lmao
> likely isn't performant enough to use in any actual games
the only thing Unity has over UE5 graphically is the shading models being more physically accurate. In terms of loading and handling large levels full of assets UE trounces Unity. There's good reasons why AAA devs are using Unreal and not Unity. UE5's first preview was actually running on a PS5. Unity's new tech demo probably does 30FPS on a 3090.

>the only thing Unity has over UE5 graphically is the shading models being more physically accurate.

UE5's shading code is available on the GitHub. You can edit it to your heart's content.

How can godot even ketchup in features?

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Unreal Engine 2 was the last time UE had soul. Prove me wrong, you can't.

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Mirror's Edge 1 is fully baked
Catalyst uses Enlghten which is kind of a weird way of baking dynamic lighting but only works for static objects.

Godot is developed mainly by one guy on a FOSS budget. It's unreasonable to expect him to be able to keep up with multi-billion dollar engines.

How did you get custom clothing on a MetaHuman? Did you use Marvelous Designer or something?

>you are running out of space
>unreal engine is taking up to 400 GB
Wut

You're probably using way too many asset packs.

I dont remember ever playing a unity game that had abhorrent file sizes.

not my video but the video author said he used udraper (realtime cloth solver) which works with marvelous designer
youtube.com/watch?v=E8ZIWcHTFHw

let's get down to the real questions, can it be used as tool for the specific intent of animating porn?

Not a single asset pack, fresh install.

>cities that look like giant dishracks, GOOD

Did it install a bunch of other bloatware needed to make it work like MSVC?

Really? I have UE5 installed and it's only using just under 60 GB.

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It's already been used for that many times over.

Bootleg engine made by person who has experience with programming made of watching 3 video on YouTube is already a step up over unity

Unreal games can now effortlessly look the exact same as eachother!

Both Unity and Unreal games have had this problem. A lot of low-budget developers use very barebones materials with really low-res textures and they have poor understanding of how to light a scene, so it all just ends up looks really awful.

Oh no no no Unreal Sisters, how could we be done in by Valve once again?

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look it's a square enix NPC. but the textures and poly count aren't garbage.

>chromatic aberration

Every single time.

user, are you alright? I don't see any.

Source 2 doesn't even support realtime global illumination like Unity and Unreal. The only way to get GI is to pre-render it. Even Godot has realtime GI now.

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Problem is these NPCs are not interactive.