yea once you add rendering utilizing ecs stuff as well it gets pretty crazy. the amount of stuff you can have running at any given time in ecs is many many times more then C# and visual scripting just can't handle that. visual scripting has it's uses, just performance isn't one of them.
i am hoping that you have code comparisons of at least the C# (which is probably what most users will default to) versus what is required to do the same thing in ECS. To learn ECS, it is best to first start with the results in C#, and then showing the massive changes needed to port to ECS and the benefits. Thanks much for your vids.
I'm surprised how much better C# was that visual scripting. I knew it was faster, but I didn't expect THAT much. Still a great tool for most games, but surprised 100 bees dropped the FPS that far.
I want to explain what you have done and why you cannot compare this and why your VS and C# comparing is wrong. Ok so let me explain yes inside the unity editor you are using a Visual Scripting Asset file which in the unity editor has more runtime slowdown. But when you build a game your Visual scripting asset literally becomes a compiled C# script. So instead to portray there is no difference in VS and C# inside of built games you should not display it from the unity editor. Make your VS script and C# script the same then build it. I 100% guarantee you with a 500 Dollar bet if you have coded it same on the VS editor and C# File the same you will notice that in compiled game you will have the same FPS drops from VS built script and C# coded Script as your again using an uncompiled unity asset, VS is not a built game runtime language it is only a unity editor runtime language. Also you can compile a VS script into C# asset directly inside the unity editor. Again yes in terms of Unity Editor Runtime VS will run slower because its a unity asset program handling much more inside the unity editor at runtime than a already compiled C# script. I am not trying to ruin your video however I don't think you took into mind that VS is only a uncompiled unity editor runtime language. So your point holds true in the editor while it is an uncompiled unity asset, just not a built compiled game, or if the asset was compiled into a C# script as this happens normally on game builds, or using the Visual Scripting compile button inside the editor. Its funny I was oblivious to this kind of stuff twice because back in VRChat I use Udon which is basically the same however lacks allot compared to the Bolt Visual Scripting Engine. But way back when yeah back in VRChat Udon I remembered these editors are uncompiled unity asset files to be compiled into C# Scripts. I do appreciate the video because also I was a bit experiencing lag at times using VS Graph Script Assets in editor runtime and had wanted to know how seriously bad its going to affect my development with VS scripting and testing within unity editor runtime, thanks. I also was a bit oblivious to why my built games and unity editor runtime testing was handling so differently in FPS that's when I actually realized myself that VS is a unity editor uncompiled asset language. Visual Editors inside game engines are sorta new and between unity and unreal now they both had it since around after 2020 as publicly known editors but not everyone knows how it works, I just wished to explain the truth and let people know that between editor and compiled builds both in unreal and unity editor they handle the same and get converted/compiled into the game engines main engine runtime language. Highlight this comment please, thanks for listening.
Thank you SO much for this comment! The code recognition on my Unity doesn't work well (my words don't color when they should). I chose Unity for the VS anyway (and cheaper contract) so I wasn't too put off. I was worried to find it 30x slower (according to the video). Thank you for the clarity, I was going to quit unity because my games woulda been laggy with poorer content, but now I know they should be on par w/ C#.
@@fateluckandtime always open for discord development if you wanna add me i have a lengthy project to finish over a few years 😩 but yeah its all gonna be VS coded as well. When a script is ready to leave VS development i just compile it into c# so my engine runs faster
@@DollCode_U000 Would be cool to have someone to bounce ideas off of, or ask about VS. Tried friending your Discord, but it says you don't `*~_exist_~*`
@@obinnaokafor6252 I mean it is but there is quite a bit of ecs exclusive features. Answering to OP, if you have any experience with c/c++/any primarily unmanaged language, it's not that hard to switch but it takes some getting used to
I've read that many games are not complex enough for it to be an issue, if you don't expect heavy bottlenecks or simultaneous calculations? This would be accepting of worse performance overall, if I'm not mistaken
I would like to see what happens if you add a compute shader for a 4th comparison.
Thanks for putting together this comparison.
yea once you add rendering utilizing ecs stuff as well it gets pretty crazy. the amount of stuff you can have running at any given time in ecs is many many times more then C# and visual scripting just can't handle that.
visual scripting has it's uses, just performance isn't one of them.
i am hoping that you have code comparisons of at least the C# (which is probably what most users will default to) versus what is required to do the same thing in ECS.
To learn ECS, it is best to first start with the results in C#, and then showing the massive changes needed to port to ECS and the benefits.
Thanks much for your vids.
Erhm, mind sharing the source? I would expect you to get WAYYY above that number😅
Please do another riveve button in BUILDBOX 3 do other one did not work for me thanks
Sensacional o vídeo!
I think a video on visual scripting (dots ) would be great after this video
Title says ESC btw
Thanks, changed it!
I'm surprised how much better C# was that visual scripting. I knew it was faster, but I didn't expect THAT much. Still a great tool for most games, but surprised 100 bees dropped the FPS that far.
C# is amazing
what is PS ?
Particle System
should i now quit vs
@@SmartPenguins
I want to explain what you have done and why you cannot compare this and why your VS and C# comparing is wrong. Ok so let me explain yes inside the unity editor you are using a Visual Scripting Asset file which in the unity editor has more runtime slowdown. But when you build a game your Visual scripting asset literally becomes a compiled C# script. So instead to portray there is no difference in VS and C# inside of built games you should not display it from the unity editor. Make your VS script and C# script the same then build it. I 100% guarantee you with a 500 Dollar bet if you have coded it same on the VS editor and C# File the same you will notice that in compiled game you will have the same FPS drops from VS built script and C# coded Script as your again using an uncompiled unity asset, VS is not a built game runtime language it is only a unity editor runtime language. Also you can compile a VS script into C# asset directly inside the unity editor. Again yes in terms of Unity Editor Runtime VS will run slower because its a unity asset program handling much more inside the unity editor at runtime than a already compiled C# script.
I am not trying to ruin your video however I don't think you took into mind that VS is only a uncompiled unity editor runtime language. So your point holds true in the editor while it is an uncompiled unity asset, just not a built compiled game, or if the asset was compiled into a C# script as this happens normally on game builds, or using the Visual Scripting compile button inside the editor. Its funny I was oblivious to this kind of stuff twice because back in VRChat I use Udon which is basically the same however lacks allot compared to the Bolt Visual Scripting Engine. But way back when yeah back in VRChat Udon I remembered these editors are uncompiled unity asset files to be compiled into C# Scripts.
I do appreciate the video because also I was a bit experiencing lag at times using VS Graph Script Assets in editor runtime and had wanted to know how seriously bad its going to affect my development with VS scripting and testing within unity editor runtime, thanks. I also was a bit oblivious to why my built games and unity editor runtime testing was handling so differently in FPS that's when I actually realized myself that VS is a unity editor uncompiled asset language.
Visual Editors inside game engines are sorta new and between unity and unreal now they both had it since around after 2020 as publicly known editors but not everyone knows how it works, I just wished to explain the truth and let people know that between editor and compiled builds both in unreal and unity editor they handle the same and get converted/compiled into the game engines main engine runtime language.
Highlight this comment please, thanks for listening.
Thank you SO much for this comment! The code recognition on my Unity doesn't work well (my words don't color when they should). I chose Unity for the VS anyway (and cheaper contract) so I wasn't too put off. I was worried to find it 30x slower (according to the video). Thank you for the clarity, I was going to quit unity because my games woulda been laggy with poorer content, but now I know they should be on par w/ C#.
@@fateluckandtime always open for discord development if you wanna add me i have a lengthy project to finish over a few years 😩 but yeah its all gonna be VS coded as well. When a script is ready to leave VS development i just compile it into c# so my engine runs faster
@@DollCode_U000 Would be cool to have someone to bounce ideas off of, or ask about VS. Tried friending your Discord, but it says you don't `*~_exist_~*`
Monday left me broken
thats an amazing experiment ;D
is it hard to change from c# to ecs dots ?
Is ECS not C# per se, if I may ask?
@@obinnaokafor6252 I mean it is but there is quite a bit of ecs exclusive features. Answering to OP, if you have any experience with c/c++/any primarily unmanaged language, it's not that hard to switch but it takes some getting used to
does that mean we should not use visual scripting ?
I've read that many games are not complex enough for it to be an issue, if you don't expect heavy bottlenecks or simultaneous calculations? This would be accepting of worse performance overall, if I'm not mistaken