I feel what everyone leaves out when they're comparing engines is: 1) what engine do I LIKE using? (I personally can't stand working in Unity, it feels clunky and I just never enjoyed it), and 2) becoming a master in any engine takes tons of time - my current project may not require Unreal, but what about the next project, or if I want to work with a team and they are using Unreal?
@Raphix_analog-x_WAKIKOU if I could ask, why not? there's genuine reason to not use the engine depending on the project, such as wanting to make something in 2d or unreal graphics, but I wouldn't write it off without looking into it.
I absolutely, truly recommend Godot over either. It's received so much development, it's flat out the best for 2D games and I love using it for 3D. It will only ever be tricky on gigantic projects (Like, building Skyrim in Godot would get a little messy), other than that I believe it's fundamentally better, the community is so helpful and anything you need fixed, because it's open source, someone already has. And at the end of the day, it's 100% free forever. Unity showed it's hand, and tried to introduce a payment model that would backcharge devs for every product they've ever sold. And we'd be fools to think Epic won't try the same.
Do your own DD but, if it's games you care about make yourself these two questions: How many commercially successful small indie games do you know built using Unreal? How many commercially successful large triple A games do you know built using Unity? The answer is probably low for both, and there must be a reason for that, regardless of what people think or your knowledge about anything game dev. See where you stand in these questions, maybe you actually want to release your own small game, maybe you want to work in a big company and big games, select the engine accordingly to your needs. People will always try to give you reasons as to why one engine is better than the other at X things, but try to think as to what is better for you as person and your career and lifestyle, both engines have proven time and time again they are good at some things, if you do the proper choice you wont be disappointed regardless of your choice. Yes, you will feel frustrated from time to time, envious even. But keep it to your guns, the only wrong answer is the one you make using other people's opinions. Don't believe in me, I'm just another person who has multiple years of experience in both engines and I'm tired of these videos because it's always about the engines and not you. Make your own DD and introspection. What do YOU want?
2:20 is there a problem to being overkill? I saw some devs using unreal to make ps1 games. So after disabling all these heavy features using a "powerfull engine" will affect the final result?
Im using it to make a 2d game, and after disabling everything that I need, the only "heavy thing" is that the project size have 50Mb additional size for the engine (aka: minimum size) other than that, the performance is phenomenal (even on android)
Yeah there's no real problem with it. Unreal Engine was 'overkill' for Pseudoregalia and yet it made almost 1 million dollars. If you hit a stable 60 FPS on your target platform it doesn't really matter that you 'waste' performance. The only benefit you'd have would be less battery consumption which very few of your players will even notice. Bloodborne PSX was made with BP only and runs at over 100 FPS on the steam deck if you unlock it.
people out here saying Unity is only good for small indie games when like evrry Hoyoverse title, Hollow Knighr, Subnautica, Cities Skylines, etc were all made in Unity. just bc most of the games u see in Unity are smaller or inide games doesnt mean thats all its capable of. are they AAA ultra extreme graphics 1 billion polygons raytraced out the wazoo kinda games, and sure if ur planning to make just that type of game Unreal will definitely be a smoother experience. but my point is Unity shouldnt be underestimated just bc its also the engine so many people start with
@@yu-sama my point was more it can be used to make massive polished professional and successful games and less "look at big studios using it" more i just think people keep writing it off when compared to UE5 as only good for small indie projects made by solo devs when thats a oversimplification at the very least. i just horribly worded my points
0:32 I wouldn't think that saying it's the "Go to" for triple A games, and then showing a game that is on a completely different, and better optimized engine like Decima is very good for new people.
On the royalty thing. If you publish an unreal game on the epic games store you pay no royalties there. Best to read the terms in full on that since there are few other things in it as well but thought its worth a mention. And another strength imo is that you can access the unreal source for FREE, all you have to do is link your github and boom you have source access without needing to pay a license. You can modify it to your liking and even make the fork public to use for other people
Unity and Unreal. Based on the one-man or small-team projects I have seen, the ambitious mostly choose Unreal. But they take a long time to get updates done. Unity devs may suffer the same, but I have seen less of an issue with this. Godot is picking up speed, and soon enough, a game engine like Blender may be the main free asset maker place. There are many more game engines, like Gdev, Game Boy Studio, PlayCanvas, Construct, and Buildbox. They are mostly used for simpler games for mobile and web platforms, but they have their own advantages and disadvantages.
My computer science friend in college told me to go for C++ because of the amount of control and unreal engine 5 after I got a bit into Java..... my laptop sucks ass but I'm still going with unreal engine 5
C++ is probably the best to do your first deep dive into programming languages. After you understand the language fairly well, I would suggest spending 2 - 3 weeks learning assembly of some sort (I did it with x86 Assembly) so you really get an understanding of what programming languages are really doing, what their compilers are doing and how you can sometimes even optimize certain things if needed. After that you should be able to pick up pretty much any other language fairly quickly. The most important part of learning to code is to actually make things with the language that you're learning. Good luck and make sure you're having "fun" with it :)
I tried Unity as a complete beginner and quickly realised I absolutely hate writing code. I had some basic understanding of c#, c++, javascript and sql, but the complexity of even the simplest things like character movement written line by line was just a mumblejumble dark magic. So I tried UE5 and I don't know why but the blueprint system hits the nail on the head for me. I absolutely love it, love connecting nodes, seeing them visually running on the screen, making logic gates, seeing how variables interact with the pipelines while simulating in real time and all of this stuff. Even if I copy some code pieces from tutorials and forums, I actually find it very enjoyable to just look at the nodes and wonder how they really work, how they're dependant on the other pieces of my node structures and how to change them bit by bit so that they fit my game. It's a first real game project of mine and I don't really care if it's an unoptimized piece of unplayable shit with close to 0 lines manually written in c++, at least it's my creation and I'm gonna be proud of it even when it inevitably falls to the ground and crashes in a ball of flames on release. It's really about the journey and not the destination for me and I couldn't care less for people that say it's a shit engine:)
Or use Godot: Smaller file size Export to all platforms 2D & 3D Linking to Blender FBX support (download required due to legal issue) Completely Free (no sudden runtime fees like Unity) Used in industry (e.g. Sonic Colours Ultimate)
19 ชั่วโมงที่ผ่านมา +2
FBX is embed to the engine now, no external packages needed. But the number of platforms to export lower than both Unity an Unreal. Sonic usage was a disaster. But 3D is a way better now. Engine size is really small! But struggles with big projects (I had lots of issues) And is still completely free for use, modify, and do whatever you want.
I personally use unity because I want my game to be on multiple platforms. To be light way ECT. However when I finish with my project I have plan to starting learn different engine, The reason for this is 1. I have already learn most off the staff unity provide. 2. With knowing more engine I will able to be Less engine depending. 3. And hopefully no matter what happens in the future I will not have to worry that Mach if something happens to the software I was use. When the unity drama happen I was very worry and I have staring learn Godot I event have try to recreate my project in Gadot. But soon after that I realized that it's impassable for my to recreate everything then. I have made the decision to continue working on unity and when I finish with it I will start looking for other engine's. In that way I will not that depending and in the future I may the best for the job instead of really on single software.
with my crap laptop, I'll stick with unity. I main Roblox Studio, but also want to diversify main projects. I have some experience in both Unity and Unreal, but haven't made an actual game yet in either. Thanks for the video!
Unity used to be very user-friendly when they became free to use, before they became obsessed with revenue. Now they've scared away many users with their dubious practices, absurd acquisitions and foolish idea that they could do without the developers. They abandoned most of what their users loved and expected before announcing one of the most insane revenue shares ever. Now they're trying to lure back their users, but it's advisable to remain suspicious of them and their future goals. They haven't done much to keep their customers happy lately. UE wasn't as user-friendly when it became free shortly after Unity, but it has always been more focused on visual quality and innovation. It's developed by a game studio (Unity launched a game project to look for ways to improve, but they abandoned it, like most of their tools and their promises). Where Unity chose to abandon PC and console developers to focus on mobile apps to sell advertising, UE has been able to keep looking for new opportunities without abandoning the fundamentals of what made them successful.
I know it is a niche but what about CryEngine? im aware it is alot more harder to learn but since you can choose between Csharp and C++ it might be interesting, also a few couple of things like skybox, terrain and water might be intressting :D (i tested it a few years ago but i guess depends on the project it might be also a good pick :D ? )
I love seeing the "Unreal Engine is unoptimized" comments. As a professional developer that focuses on optimization and performance, the majority of the issues with optimization are the developer's fault. Same with most other engines.
Make a video about underwater environments! I'm grinding my teeth trying to make my gernster waves material have a underwater effect underneath it, BUT THE POST PROCESS VOLUME IS CUBIC! which keeps overlapping the gernster waves 😭
I’m no expert but for buoyancy you can use a compute shader to recalculate the gersner wave height for where you need but it has some delay From an Acerola video Maybe you can try that
Unreal could be dogshit, it would still win against Unity for the simple reason that Unity tries to extort its developper base every few years by changing its terms of service and licensing terms. Whereas Unreal's TOS is set in stone for each version. The end. If you don't like working with a gun to your head, avoid Unity.
@IronFreee I made around 6 finished games. They're definitely not the best and were quick one-offs because I wanted a portfolio for college, but they helped me gain more experience with how stuff works. I experimented on both engines and came to this conclusion.
@@IronFreee nothing should refrain you, its an engine and has different uses. use it accordingly and there shouldnt be a problem with what ever type of game you make.
If you're thinking about using Unity professionally just maybe take a look at the stunt they tried to pull last year and ask yourself if you think a company that does that has the developers best interest in mind.
You can make stylized/anime games with it too like "wuthering waves" or "Marve Rivals". The material editor allows you to create some really insane shaders
If you're tech savvy, you can code your own custom shaders. If you're just looking for stylized characters with realistic enviroments, then it's usually a non-issue. Once you start applying colored lighting, stylized backrounds, etc... it becomes quite cumbersome and limiting. You "can" do most of it through the materials / post process system, but you're probably going to get really frustrated. By all means you should be learning both Unreal and Unity.
I mean the answer is usually simple. As a general rule of thumb, Artists love Unreal. Devs that are supposed to make the things that the artists make actually run and play do not, they like Unity more. Unity is way better if you are more of an engineering type that likes to build out systems (because it is a sandbox that isn't opinionated and you can do whatever and has nice docs) and Unreal is way better if you're trying to make some Art that looks pretty (because it's built to mimic DCC's like Blender and Maya closely and be familiar). But also, for my 2 cents, Forward+ and MSAA >>>> Deffered with TAA even for visuals. Also ECS.
This is basically the answer. Most folks I've encountered who like Unreal are a combo of artists / non-coders who rely on Blueprints, and-or believe that the indie game they're making will be the next God of War or Assassin's Creed. Feel like such folks would be better off just pairing-up with an actual coder, and accepting that they are indies, not "temporarily embarrassed" billion-dollar AAA companies. There are limits to what you can do on Unity without paid source-access, but no one watching these "how to game-dev" videos is ever going to hit those limits. Nor are any likely to hit the revenue limits of either engine. The biggest hurdle by far is just finishing and releasing your game - whatever gets you to that point is the best.
That's your project and-or your machine - Unity on an SSD runs very quickly. As for code-recompiles and asset reloads, that's more likely how your project is structured - read how to use assembly definitions properly, and make sure any Store assets aren't triggering unnecessary asset reloads.
I really don't like UE5, I just think it's straight up doo doo. The post-processing of UE5 not only looks horrible, but it doesn't run any better either. Basically just looks like you smeared vaseline on your monitor. Also again, UE5 runs really bad, which often forces you to use upscaling if you actually want to run the game at a decent framerate, so then your game looks like it has 2 layers of vaseline smeared over it. Also the physics engine is pretty trash. Personally, I think UE5 is the worst modern wide-spread engine, I'd go as far as to say the UE4 is a better game engine, Unity and even Godot are miles ahead of UE5. I genuinely despise UE5, it ruins so many games that would've been great otherwise.
@@CheeseBrie Yeah it definitely feels unfinished, I think it might become good around its last update, but until then, UE4 sounds like the better option for a commercial project.
@@HakoTaco1 I think it's also in part an issue with our current hardware. Even the best of the best computer will struggle to run most UE5 games without using any upscaling, let alone playing at 144fps+ if you have a high refresh-rate monitor, so you're still forced to have vaseline on your screen. While our hardware gets better, so does game fidelity get higher, meaning we might never see a day where we don't have to play a UE5 game with vaseline on our screen.
conclusion: Use unreal if you feels like lazy to do inside and out of rendering process to make your game looks good[unreal give you realistic graphic as the default, so why bother?], feels lazy to do all LOD work so you just want to throw that one minion tris unoptimized rock mesh[ and expect nanite do the hardwork for you], unreal give realistic style game out of the box, so why bother change it right? Your game will be another samey realistic uninspired unreal engine-look game, but at least it's realistic :p
@@Hiihowisitgoing Open source is often free to use, but it also often lacks consistency. It seems to be lacking a lot of features and I've heard a lot of bad things about their way to manage their community... You may earn a bit more, but you first have to achieve your project. So why would you use the worst tool with an uncertain future?
@@IronFreee The manage the community is not true the moderator that did bad stuff was not in the official godot discord server and had nothing to do with godot ( he doesnt work for it) I dont know a feature that is not in godot that i need to use and if it is not there you add it yourself Godot is expanding so quick ( because it is open source too) that it is eventually going to be like blender so like you have everything and everyone is going to use it
@@IronFreee the arguments from you are arguments from other people at first do your own research and at the end they are all tools if the tools work why not
Honestly my choice would be if you have a large team making a large game or using photo real graphics, go with unreal, if you are working solo or with a small indie team that isn't photo real, I'd go with Godot. I still wouldn't trust Unity at this point.
One of the big selling points for me, is that Unreal Engine doesn't have a watermark in the beginning when building a game in the free version. I hate that about Unity
@HakoTaco1 Oh, I didn't know that. How is the pricing situation with U it's now? I remember they did try to charge per installation once but rolled back if I remember correctly. How has that situation now changed?
It's pretty good right now. You'll need to upgrade to unity pro after having an annual revenue of 200k (previously it was 100k). Unity pro costs annually 2k or 170$ per month
I feel what everyone leaves out when they're comparing engines is: 1) what engine do I LIKE using? (I personally can't stand working in Unity, it feels clunky and I just never enjoyed it), and 2) becoming a master in any engine takes tons of time - my current project may not require Unreal, but what about the next project, or if I want to work with a team and they are using Unreal?
Roblox Studio 🤣
Definetly no
@Raphix_analog-x_WAKIKOU if I could ask, why not? there's genuine reason to not use the engine depending on the project, such as wanting to make something in 2d or unreal graphics, but I wouldn't write it off without looking into it.
I absolutely, truly recommend Godot over either.
It's received so much development, it's flat out the best for 2D games and I love using it for 3D. It will only ever be tricky on gigantic projects (Like, building Skyrim in Godot would get a little messy), other than that I believe it's fundamentally better, the community is so helpful and anything you need fixed, because it's open source, someone already has.
And at the end of the day, it's 100% free forever. Unity showed it's hand, and tried to introduce a payment model that would backcharge devs for every product they've ever sold. And we'd be fools to think Epic won't try the same.
Do your own DD but, if it's games you care about make yourself these two questions:
How many commercially successful small indie games do you know built using Unreal?
How many commercially successful large triple A games do you know built using Unity?
The answer is probably low for both, and there must be a reason for that, regardless of what people think or your knowledge about anything game dev. See where you stand in these questions, maybe you actually want to release your own small game, maybe you want to work in a big company and big games, select the engine accordingly to your needs.
People will always try to give you reasons as to why one engine is better than the other at X things, but try to think as to what is better for you as person and your career and lifestyle, both engines have proven time and time again they are good at some things, if you do the proper choice you wont be disappointed regardless of your choice. Yes, you will feel frustrated from time to time, envious even. But keep it to your guns, the only wrong answer is the one you make using other people's opinions. Don't believe in me, I'm just another person who has multiple years of experience in both engines and I'm tired of these videos because it's always about the engines and not you. Make your own DD and introspection. What do YOU want?
2:20 is there a problem to being overkill? I saw some devs using unreal to make ps1 games. So after disabling all these heavy features using a "powerfull engine" will affect the final result?
Im using it to make a 2d game, and after disabling everything that I need, the only "heavy thing" is that the project size have 50Mb additional size for the engine (aka: minimum size) other than that, the performance is phenomenal (even on android)
Yeah there's no real problem with it.
Unreal Engine was 'overkill' for Pseudoregalia and yet it made almost 1 million dollars.
If you hit a stable 60 FPS on your target platform it doesn't really matter that you 'waste' performance.
The only benefit you'd have would be less battery consumption which very few of your players will even notice.
Bloodborne PSX was made with BP only and runs at over 100 FPS on the steam deck if you unlock it.
people out here saying Unity is only good for small indie games when like evrry Hoyoverse title, Hollow Knighr, Subnautica, Cities Skylines, etc were all made in Unity. just bc most of the games u see in Unity are smaller or inide games doesnt mean thats all its capable of. are they AAA ultra extreme graphics 1 billion polygons raytraced out the wazoo kinda games, and sure if ur planning to make just that type of game Unreal will definitely be a smoother experience. but my point is Unity shouldnt be underestimated just bc its also the engine so many people start with
Only not indie title you mentioned is Hoyoverse titles. But yes, a lot of chinese/korean devs do use Unity over Unreal
@@yu-sama my point was more it can be used to make massive polished professional and successful games and less "look at big studios using it" more i just think people keep writing it off when compared to UE5 as only good for small indie projects made by solo devs when thats a oversimplification at the very least. i just horribly worded my points
0:32
I wouldn't think that saying it's the "Go to" for triple A games, and then showing a game that is on a completely different, and better optimized engine like Decima is very good for new people.
IS decima open source?
Maybe he doesn't know that
so yea game engines are pritty cool
On the royalty thing. If you publish an unreal game on the epic games store you pay no royalties there. Best to read the terms in full on that since there are few other things in it as well but thought its worth a mention.
And another strength imo is that you can access the unreal source for FREE, all you have to do is link your github and boom you have source access without needing to pay a license. You can modify it to your liking and even make the fork public to use for other people
Can you tell me more about license in unreal engine 5. im just using it only 2 weeks.
Unity and Unreal. Based on the one-man or small-team projects I have seen, the ambitious mostly choose Unreal. But they take a long time to get updates done. Unity devs may suffer the same, but I have seen less of an issue with this.
Godot is picking up speed, and soon enough, a game engine like Blender may be the main free asset maker place.
There are many more game engines, like Gdev, Game Boy Studio, PlayCanvas, Construct, and Buildbox. They are mostly used for simpler games for mobile and web platforms, but they have their own advantages and disadvantages.
My computer science friend in college told me to go for C++ because of the amount of control and unreal engine 5 after I got a bit into Java..... my laptop sucks ass but I'm still going with unreal engine 5
C++ allows you to manage memory, but C# closer to Java.
C++ is probably the best to do your first deep dive into programming languages. After you understand the language fairly well, I would suggest spending 2 - 3 weeks learning assembly of some sort (I did it with x86 Assembly) so you really get an understanding of what programming languages are really doing, what their compilers are doing and how you can sometimes even optimize certain things if needed. After that you should be able to pick up pretty much any other language fairly quickly. The most important part of learning to code is to actually make things with the language that you're learning. Good luck and make sure you're having "fun" with it :)
I tried Unity as a complete beginner and quickly realised I absolutely hate writing code. I had some basic understanding of c#, c++, javascript and sql, but the complexity of even the simplest things like character movement written line by line was just a mumblejumble dark magic. So I tried UE5 and I don't know why but the blueprint system hits the nail on the head for me. I absolutely love it, love connecting nodes, seeing them visually running on the screen, making logic gates, seeing how variables interact with the pipelines while simulating in real time and all of this stuff. Even if I copy some code pieces from tutorials and forums, I actually find it very enjoyable to just look at the nodes and wonder how they really work, how they're dependant on the other pieces of my node structures and how to change them bit by bit so that they fit my game. It's a first real game project of mine and I don't really care if it's an unoptimized piece of unplayable shit with close to 0 lines manually written in c++, at least it's my creation and I'm gonna be proud of it even when it inevitably falls to the ground and crashes in a ball of flames on release. It's really about the journey and not the destination for me and I couldn't care less for people that say it's a shit engine:)
This is a perfect unbiased comparison
if you want to make fun game with sharp shader work with unity
if you want to make simulation with hyper realistic uncanny graphic use Unreal
Or use Godot:
Smaller file size
Export to all platforms
2D & 3D
Linking to Blender
FBX support (download required due to legal issue)
Completely Free (no sudden runtime fees like Unity)
Used in industry (e.g. Sonic Colours Ultimate)
FBX is embed to the engine now, no external packages needed.
But the number of platforms to export lower than both Unity an Unreal.
Sonic usage was a disaster.
But 3D is a way better now.
Engine size is really small!
But struggles with big projects (I had lots of issues)
And is still completely free for use, modify, and do whatever you want.
is it still a pain to launch to consoles w/o hiring a service? i remember that was a thing for a lonng time
sonic is the only example, and it was a heavily modified Godot engine xd
?
Except for the first one, Unreal already does all that.
I personally use unity because I want my game to be on multiple platforms.
To be light way ECT.
However when I finish with my project I have plan to starting learn different engine,
The reason for this is
1. I have already learn most off the staff unity provide.
2. With knowing more engine I will able to be Less engine depending.
3. And hopefully no matter what happens in the future I will not have to worry that Mach if something happens to the software I was use.
When the unity drama happen I was very worry and I have staring learn Godot I event have try to recreate my project in Gadot.
But soon after that I realized that it's impassable for my to recreate everything then.
I have made the decision to continue working on unity and when I finish with it I will start looking for other engine's.
In that way I will not that depending and in the future I may the best for the job instead of really on single software.
with my crap laptop, I'll stick with unity. I main Roblox Studio, but also want to diversify main projects. I have some experience in both Unity and Unreal, but haven't made an actual game yet in either. Thanks for the video!
Unity used to be very user-friendly when they became free to use, before they became obsessed with revenue. Now they've scared away many users with their dubious practices, absurd acquisitions and foolish idea that they could do without the developers. They abandoned most of what their users loved and expected before announcing one of the most insane revenue shares ever. Now they're trying to lure back their users, but it's advisable to remain suspicious of them and their future goals. They haven't done much to keep their customers happy lately.
UE wasn't as user-friendly when it became free shortly after Unity, but it has always been more focused on visual quality and innovation. It's developed by a game studio (Unity launched a game project to look for ways to improve, but they abandoned it, like most of their tools and their promises). Where Unity chose to abandon PC and console developers to focus on mobile apps to sell advertising, UE has been able to keep looking for new opportunities without abandoning the fundamentals of what made them successful.
I know it is a niche but what about CryEngine? im aware it is alot more harder to learn but since you can choose between Csharp and C++ it might be interesting, also a few couple of things like skybox, terrain and water might be intressting :D (i tested it a few years ago but i guess depends on the project it might be also a good pick :D ? )
I love seeing the "Unreal Engine is unoptimized" comments. As a professional developer that focuses on optimization and performance, the majority of the issues with optimization are the developer's fault. Same with most other engines.
This comments sums it all up
Nanite is fucking horrible, its too performance heavy and it's meant to fix this.
Make a video about underwater environments! I'm grinding my teeth trying to make my gernster waves material have a underwater effect underneath it, BUT THE POST PROCESS VOLUME IS CUBIC! which keeps overlapping the gernster waves 😭
I’m no expert but for buoyancy you can use a compute shader to recalculate the gersner wave height for where you need but it has some delay
From an Acerola video
Maybe you can try that
Unreal could be dogshit, it would still win against Unity for the simple reason that Unity tries to extort its developper base every few years by changing its terms of service and licensing terms. Whereas Unreal's TOS is set in stone for each version. The end.
If you don't like working with a gun to your head, avoid Unity.
I use both.
Unreal 5 for 99% time.
Unity only for mobile game developing
nice summary
1:21wasnt there also a visual scripting engine integrated into Unity some years ago? ( th-cam.com/video/8ypiLESG5cI/w-d-xo.html )
Here's my personal opinion:
2D or small 3D game: Unity
Large open world 3D game: Unreal
How many of those type of games have you made with those engines?
@IronFreee I made around 6 finished games. They're definitely not the best and were quick one-offs because I wanted a portfolio for college, but they helped me gain more experience with how stuff works. I experimented on both engines and came to this conclusion.
@@HakoTaco1 What would refrain you from making small games on Unreal?
@@IronFreee The simple answer is that it's overkill
@@IronFreee nothing should refrain you, its an engine and has different uses. use it accordingly and there shouldnt be a problem with what ever type of game you make.
유니티는 텍스트로 프로그래밍하던 사람에겐 정말 쉬운 최고의 툴이지만, 아무것도 모르는 초짜가 뭔가 배우고 싶어한다면 무조건 언리얼을 추천할 것입니다.
영어 겜개발 영상에서 한국인 반갑고~
Unreal on top
If you're thinking about using Unity professionally just maybe take a look at the stunt they tried to pull last year and ask yourself if you think a company that does that has the developers best interest in mind.
Basially, UE5 is overkill for non realistic game design right?
You can make stylized/anime games with it too like "wuthering waves" or "Marve Rivals". The material editor allows you to create some really insane shaders
no
If you're tech savvy, you can code your own custom shaders. If you're just looking for stylized characters with realistic enviroments, then it's usually a non-issue. Once you start applying colored lighting, stylized backrounds, etc... it becomes quite cumbersome and limiting. You "can" do most of it through the materials / post process system, but you're probably going to get really frustrated. By all means you should be learning both Unreal and Unity.
nah, I'm good with pygame
I mean the answer is usually simple. As a general rule of thumb, Artists love Unreal. Devs that are supposed to make the things that the artists make actually run and play do not, they like Unity more. Unity is way better if you are more of an engineering type that likes to build out systems (because it is a sandbox that isn't opinionated and you can do whatever and has nice docs) and Unreal is way better if you're trying to make some Art that looks pretty (because it's built to mimic DCC's like Blender and Maya closely and be familiar).
But also, for my 2 cents, Forward+ and MSAA >>>> Deffered with TAA even for visuals. Also ECS.
This is basically the answer. Most folks I've encountered who like Unreal are a combo of artists / non-coders who rely on Blueprints, and-or believe that the indie game they're making will be the next God of War or Assassin's Creed. Feel like such folks would be better off just pairing-up with an actual coder, and accepting that they are indies, not "temporarily embarrassed" billion-dollar AAA companies.
There are limits to what you can do on Unity without paid source-access, but no one watching these "how to game-dev" videos is ever going to hit those limits. Nor are any likely to hit the revenue limits of either engine. The biggest hurdle by far is just finishing and releasing your game - whatever gets you to that point is the best.
Unity lightweight? you got to be kidding me!!!
it takes 5 minutes to start up, and 30 seconds between code recompiles!
From thant you can take how heavyweighted is UE.
try using assembly definitions, should fix a lot of your waiting time if your not already using them
That's your project and-or your machine - Unity on an SSD runs very quickly. As for code-recompiles and asset reloads, that's more likely how your project is structured - read how to use assembly definitions properly, and make sure any Store assets aren't triggering unnecessary asset reloads.
I really don't like UE5, I just think it's straight up doo doo. The post-processing of UE5 not only looks horrible, but it doesn't run any better either. Basically just looks like you smeared vaseline on your monitor. Also again, UE5 runs really bad, which often forces you to use upscaling if you actually want to run the game at a decent framerate, so then your game looks like it has 2 layers of vaseline smeared over it. Also the physics engine is pretty trash. Personally, I think UE5 is the worst modern wide-spread engine, I'd go as far as to say the UE4 is a better game engine, Unity and even Godot are miles ahead of UE5. I genuinely despise UE5, it ruins so many games that would've been great otherwise.
@@CheeseBrie Yeah it definitely feels unfinished, I think it might become good around its last update, but until then, UE4 sounds like the better option for a commercial project.
@@HakoTaco1 I think it's also in part an issue with our current hardware. Even the best of the best computer will struggle to run most UE5 games without using any upscaling, let alone playing at 144fps+ if you have a high refresh-rate monitor, so you're still forced to have vaseline on your screen.
While our hardware gets better, so does game fidelity get higher, meaning we might never see a day where we don't have to play a UE5 game with vaseline on our screen.
only if unreal engine was optimized it would be great choice for indies too just as most choose unreal without a 2nd thought
conclusion: Use unreal if you feels like lazy to do inside and out of rendering process to make your game looks good[unreal give you realistic graphic as the default, so why bother?], feels lazy to do all LOD work so you just want to throw that one minion tris unoptimized rock mesh[ and expect nanite do the hardwork for you], unreal give realistic style game out of the box, so why bother change it right? Your game will be another samey realistic uninspired unreal engine-look game, but at least it's realistic :p
both not but godot
why?
@@IronFreee Open source they dont take any money and overall i just like to use it more
@@Hiihowisitgoing Open source is often free to use, but it also often lacks consistency.
It seems to be lacking a lot of features and I've heard a lot of bad things about their way to manage their community...
You may earn a bit more, but you first have to achieve your project. So why would you use the worst tool with an uncertain future?
@@IronFreee The manage the community is not true the moderator that did bad stuff was not in the official godot discord server and had nothing to do with godot ( he doesnt work for it)
I dont know a feature that is not in godot that i need to use
and if it is not there you add it yourself
Godot is expanding so quick ( because it is open source too) that it is eventually going to be like blender so like you have everything and everyone is going to use it
@@IronFreee the arguments from you are arguments from other people at first do your own research and at the end they are all tools if the tools work why not
Any engine except for Unreal 5
Personally I chose Godot for 2D and simple games. And I'm looking at Unreal Engine for larger 3D games.
Godot is lightweight
Unreal is heavy but ur mom is heavier
But also lacks a lot of features.
Honestly my choice would be if you have a large team making a large game or using photo real graphics, go with unreal, if you are working solo or with a small indie team that isn't photo real, I'd go with Godot. I still wouldn't trust Unity at this point.
One of the big selling points for me, is that Unreal Engine doesn't have a watermark in the beginning when building a game in the free version. I hate that about Unity
They removed that in Unity 6 along with introducing some quality of life updates. You can remove the splash screen for free now.
@HakoTaco1 Oh, I didn't know that. How is the pricing situation with U it's now? I remember they did try to charge per installation once but rolled back if I remember correctly. How has that situation now changed?
It's pretty good right now. You'll need to upgrade to unity pro after having an annual revenue of 200k (previously it was 100k). Unity pro costs annually 2k or 170$ per month
@@philledzone Unity had a big company restructure since then so all of that pricing fiasco got scrapped