Trying out UNIGINE must be one of my best decisions this past month. I was honestly surprised how well it performs and looks relative to UE4. As well, it was a great opportunity for me to try another engine out and learn about how other companies approach environmental design. I really hope you enjoyed this video as much as I did creating it! -Before ya'll start asking if I am switching from Unreal or anything alike, that's not it, but there may be other UNIGINE-related videos in the future depending on your feedback!-
Well, competition is healthy, it's something to keep them in check and keep upping their game, knowing a competitor can take the lead at anytime. And not just giving up and go public(stock market)
From what I've heard since learning of Unigine a couple years back was that it was primarily created for real-life sims and scientific work. Therefore its 'paid' versions are capable of doing things that Unreal simply cannot, but also require expensive hardwares to run. The past year or so they've created 'dialed-down' versions (aka Community) to try and get a foothold in the gaming market as well. By all accounts Unreal is probably your better bet for artistic/gaming purposes as that has been their focus from the start. If you want to do actual geographical studies, and got the cash, Unigine would be what you're after.
You got a good point, but I still feel like UNIGINE can get you extremely far on the artistic side of things as there is no feature in the paid versions that is essential to creating an environment.
@@NitrogenDev I wasn't really arguing the point on capability so much as accessibility and user friendliness. Again, this primarily has to do with tenure on to whom each platforms target audience has been. Unreal being the ones focused on shifting the paradigm from straight coder development to more artist friendly formats. I'd like to see where Unigine goes in the future since they do have an edge in real world simulations, and see if they can bring some of those technical features into more game friendly formats. Having said that, I'm still keeping an eye on Unigine because it is the only other 3d engine I've seen so far that appears can match/surpass Unreal as a legitimate competitor as far as visual fidelity is concerned.
Yeah that's what I heard too, it's for scientists, engineers, simulations, in which if it worked out for them they could earn millions, that's why it's best and most unique features are behind a paywall. Tho they're welcome to try in the gaming industry tho, just so UE4 don't get too complacent and see there's still competitors that would take the lead at any time.
American here. We use the metric system every day. It's required in all science classes (from elementary to high school & of course college). While we buy our milk in gallons and measure our construction dimensions in feet, we also use the metric system quite often. Americans are sufficiently "bilingual" when it comes to the two differing measurement systems. 🤠
@@SizzlingSquiggle Yet we (a proud American here too) ask people from other countries to convert the measurements in IMPERIALS for our own benefits, and yet we haven't changed into METRICS "officially"!!! And yes I was being sarcastic! Sorry, but not sorry!
About Unigine: + Light and fast loading Editor + Nice C++ and C# component system - Not 64 bit precision in Community edition - Not all terrain and vehicle features are available in Community edition - You must have an internet connection for the Community edition
The last point is a bummer. Although I understand why they did that, it surely is an inconvenience for people that don't have internet access most of the time.
@@NitrogenDev Even having internet most of the time is annoying. I forgot to add - it works well on old computer configurations - on my AMD K8 6600 K / rx 560 all demos work smoothly.
We migrated our project from Unreal to Unigine at the end of april, after thorough testing, and I can say workflow is really good . As a coder I am very happy with C#, our 2 artists are very happy with the ease of importing assets, setup lighting and effects, and sounds.
I'm glad to hear the perspective of someone that switched from UE4 to UNIGINE, so thank you for sharing this. Do you any footage of your project that you could show? I'm really curious to see what it is about and how it looks!
If you find C++ harder, use python in UE4 and with few optimizations, you can find that Unreal engine is the best due to 1. It's Physics. 2. The Lighting 3. Optimized performance 4. Open Source 5. Reflections and Post Processing And so on.
@@ambilijohn6846 we found that the C++ iteration is very slow, so you end up prototyping in blueprints and then porting to C++ later, so this takes more time. Regarding physics, I am mainly a physics developer. We actually had issues with joints exploding in Nvidia vehicle physics in Unreal (but did I not test the new physics system...). I shall say that Unigine physics are very good, and easier ...try calculate an inertia tensor in centimeters (Unreal) vs meters (Unigine) and you will see what I mean. I cannot reply on lighting, I think it is very good too but it is a matter of personal taste. Finally based on our tests performance is comparable on a closed environment, but better in large open space scenes and VR, maybe you tested a different situation...
Simple answer from the two software that I've ever used. Unreal Engine I usually use for game makers. And Unigine for film projects. :) Just that. Although it's still not clear...
One important thing I think Unigine supports out of the box is impostors. UE4 has some kind of plugins for it, but really it should be native to engine. It will be in UE5 at least.
@@NitrogenDev that's technically true, but usually a user made impostorts are kinda meh. Plus I should point out when I'm talking about impostors I mean more than just a few sprites :D Something like that: www.shaderbits.com/blog/octahedral-impostors
@@AlexiosLair That's so cool! The transition is so smooth as well, can barely notice it haha. I never thought of having impostors that complex (in comparison to a single plane), but seeing it now, I definitely understand why UNIGINE and UE5's support for impostors is so important!
Your tutorials have really helped me develop some game mechanics.Thank you for your tutorials Would you be inclined to maybe make a ue4 wall running tutorial with animations any time in the future?
The problem with that kind of tutorials is that they require more than just the technical side of things, such as assets (a character, animations and whatever else I need), which I cannot create myself because I lack both the time and knowledge. The only long-term solution I can think of is collaborating with artists on videos like the one you suggested. Right now that is not an option, but if I ever get to that point I will make sure to consider this tutorial and many more that I cannot do due to that.
@@NitrogenDevYou been doing more than enough to help the gaming dev community with your tutorials .At least for me they have been really helpful and thank you for that Thank you for considering it for the future and i hope you keep growing as a channel ,you deserve it
I didn't think cascade was easy to use and it had a lot of time consuming quirks, Niagara is far more powerful and has a straight forward system, if you're starting out, just learn Niagara
If there is enough interest in UNIGINE tutorials, there may be some here and there considering that the main focus of this channel are Unreal tutorials.
As an environment artist, I stopped at "need to write shading code". Yes, it's my Achilles heel but on the other side, I also want to build games around the environment. For pure environmental design, Unigine looks really good - but I am not sure that it will be that easy to find content to learn the engine as easy as you would have with UE4, especially when it comes to third party plugin implementations. Of course..there always a bigger fish in the ocean like CryEngine was able to beat any other engine when it comes to water, solved in UE 4.26. Volume Clouds everywhere! Solved in UE 4.26. 64bit precision? Maybe in UE5? Who knows. I might talk about a bloody evangelist here but I switched a lot between CryEngine, Unity, and UE in the past and finally found a place where I think I really belong. It saves you from becoming crazy just because any game-engine might introduce another killer feature in one of their updates that the engine your game has doesn´t feature. And trust me, I was blinded by Unitys HDRP Pipeline and lost months of work due to it. Never again.
That is true, there is probably much less educational content for UNIGINE and although they have a lot of documentation, it can only get you so far. It's good to hear that you found the tool for you and what works best, because I know a lot of people that struggle with that and waste so much time because they can't make up their mind. But I can't really blame them when there are so many great tools for level and environmental design... and then there's Unity's HDRP.
I love your videos. You’ve helped me so much when I make games in ue4! Do you think you could make a vid on chaos destruction and physics? Keep up the good work!
for me personally having just switched from unity to unreal , as a filmmaker , unreal is alot better and time efficient than unity for filmaking , animation , basically entertainment . having said that , unigine is something new but i would try it for myself first , if i don't like it then i can just stick to unreal engine , im hoping for nvidia omniverse machine to be the next replacement . yeah i know the ue4 rendering is compressed but when you have clients who can't afford time , ue4 is the best place so far to set up a quick scene to render and just retarget all the animations from Maya or blender , its faster then having to fix the sampling and lighting when rendering in maya and blender .
That's exactly it! If you try a new tool and don't like, you can always switch back. I know a lot of people that are scared to try out new software, because they're so used and comfortable with their current tool that they're afraid that they will like the new one more and will have to learn that one from 0. Also, the mniverse machinima seems cool, but I'm more interested in seeing exactly how hard it is to use and what it can produce.
Unigine has some really nice features like C# and C++. C++ in Unigine has good iteration times compared to Unreal C++. Plus Unigine has a really nice documentation . A lot of people find Unigine a bit harder to learn , maybe because the API is more generic than game oriented?
Perhaps that's an important factor for those that want to code as well. I haven't gotten much into C++ in UNIGINE, but I can see why its API would be harder.
from the programming standpoint Unigine is way easier than Unreal, the C++ api is cleaner, and if you use C# (which I recommend) iterations times are comparable to Unreal Blueprints
Seams a little biased towards Unigine as there is so much missing regarding the Unreal engine, I mean just Megascan? Also destruction, Animations system, Coding and much more.. where is that mentioned in the video, Might have missed these one ? Only the parts where Unigine keeps up i guess?
It's important to know that Unreal Engine supports real time GI, Lumen, but Unigine in this area is not really good yet, the real time features I saw wasn't really good enough they need to work on it IMO
I am obviously talking about their free version. UE4 is completely free (without considering the royalties) and so is the Community version of UNIGINE.
oeh 64 bit precision of coordinates thats pretty nice. Any other engines besides unigine and star citizens crylumberyard engine which have that feature?
Have you seen the engine they use for The Hunter? I’m pretty sure it’s proprietary sadly but. Literally the best outdoor environments I’ve ever seen, I’d say better then ue4
If you're talking about Avalanche Studios' engine, then indeed, it looks insane! I haven't found much information on the engine, so it is probably an in-house engine, though I really wish we could get our hands on it and see exactly how it performs compared to other engines.
Looks like UNIGINE has some really cool features, I especially like the cloud system as I felt this is pretty lacking in UE4. Might take a look at UNIGINE thanks to your video :) I see they are adding it in a few versions for UE4 like you mentioned, but still cool to have this out of the box. Also might want to mention that landscaping has a layer system in UE4, which is quite powerful and non destructive, I always thought that was lacking in UE4 until now, do you know if UNIGINE has anything similar?
I'm glad to see that you have decided to try out both! I really feel like both deserve a shot even if you're not planning on changing your preferred tool. And yes, UNIGINE has a non-destructive landscape sculpting layer system! With that you can basically paint on a separate height layer which changes are then added to the original heightmap. And from there you can transform or copy the layer to use it multiple times. There's much more than this covered in their documentation, but this is the gist of it.
@@NicolasSilvaVasault Install both Cryengine and Unreal engines, first compare the occupied disk space, and then run the Cryengine SDK with the forest, and then something similar in Unreal and compare the range and clarity of rendering, water, fog effects, do not forget to turn on GI - total ilumination , the analogue of RTX is only voxel, by the way it is in all the latest games, and then turn on RTX in Unreal for an honest comparison and you will see who is cooler in terms of performance and realism. The fact that Epic gives a bunch of free content to create any genre does not yet make their engine cool, they hang new ones on old crutches and it all slows down and in order to feel comfortable you need an airplane, not a computer, and Cry calmly even on a GTX 660 ti gives out at least 30 fps. And what happened with the Crysis remake, perhaps the technology is still raw, it is not in today's version, it will appear only in 5.7, and the benchmark with their raytrace on the specified video card produces 30 fps at 1280, it will fly at 2080 ti.
You know, I thought about something like that when I first heard about it as well haha. The thing is, UNIGINE has been a game engine for a long time just like Unreal and Unity, so it's definitely a coincidence all of these are so similar.
Okey. Now these days, the visuals are pretty much at same level across all engines (almost like copy cat) but question is, performance. The most important thing. Performance and capabilities. Thats where the difference comes to surface. Which of these engines is more capable and better optimized? And im not talking about some singleplayer corridor gameplay. Im talking about open universe massive multiplayer with 8k fidelity. Which of these two engines could handle massive worlds with HL Alyx like detailed environments while hosting 1000+ players on a single shard?
This video is old please dont judge both engine now , i watched it before reading time , unreal 5 now supports 20M -KM *20M -Km map , not only that , unreal 5 Lumen is so better now , you can compare it with Path tracing and wont see big difference at all , and also Editing is So much good that i dont have to leave engine I can just import any model , add /Modify bones , do weight painting all within engine , and also create my own models and animate them in Real time
I think now that Unreal has Lumen, it's gonna be extremely difficult for other engines to compete, which could be a concern as nobody wants anyone to have a monopoly on anything.
If I wanted to make a multiplayer space game like Star Citizen or No Man's Sky, should I switch to Unigine? UE4 World Composition is already breaking from me trying to make a playable solar system for multiple players.
That is a great question. I was informed shortly after I published the video that the 64-bit precision is available in the paid versions of UNIGINE. With that in mind, unless you have the money for it (in which case UNIGINE might be better option), I would stick to Unreal so you don't have to start over.
-I don't think I'll do one as there are so many other videos on this already, but if other people request that and I see that there still is interest in a topic like that, then I'll make sure to!- As I said below after realizing my mistake: "there might be one, but for that I will need to try learning some Unity and get a better understanding of it, so that will take a while".
Changing to Unreal from Unity was my best decision. Unity is playing catchup and modernizing all of the systems at once makes the engine very unstable to work with. I like coding in C# but going to blueprints with the knowledge of code makes it very easy and fast to script. The tutorial scene for unreal is now in a very good place and matches Unity. The only thing Unity is better if you are a beginner is the easy team source control since unreal needs a dedicated server with a third party program such as Perforce. Just learn Unreal as it is a powerhouse and it keeps getting better without breaking all the time like Unity.
My bad, my brain stopped reading once I got to "Unity". I was sure that it was Unity VS Unreal haha. In that case, there might be one, but for that I will need to try learning some Unity and get a better understanding of it, so that will take a while.
The instability part is very true. I've heard that it crashes from the weirdest things at the worst times. I really wish to see how Unity is going to be once everything is stable and finished.
@@MuttleyGames You might want to check/support the UnrealCLR project, which allows you to embed .Net 5 to your unreal project and more. It is in a very early but promising stage.
this is exactly why i feel like unreal engine 5 is necessary, but i think there won't be much of a difference compared to ue4, unigine is INSANE, and the leap from a few years ago completely obliterates ue4 in terms of changes and improvements over their own tools, specially on environment
I see what you mean, but what really matters right now, for me at least from an environmental artist POV, is which engine is going to get further and faster from now.
@@kurisuchiinathecrocodile333 yep UE5 took a huge leap over any other engine out there, but UNIGINE is impressive af, and in some of the things in comparison to UE5, still look more realistic, UE5 still in debt when it comes to water
@@NitrogenDev The lack of explanation of how to work the "spline graph". How do you get it to work? Right click, drag? Double click, drag? How do you add static meshes to extrude? There are no instructions. The same could be said about animations. That's what I mean.
I used the procedural landscape ecosystem asset pack (www.unrealengine.com/marketplace/en-US/product/procedural-landscape-ecosystem) in combination with megascans assets.
@@realthefew that's a hard question. Unreal recently implemented a geospatial system in 4.26, but that won't automate much of the process. I feel like either engine is a good choice, but that also depends on your experience.
If Unigine came out before Quixel was made for free on Unreal Engine it might have a chance. The window for other game engines have effectively closed with UE5 announcement. There is just no other competition.
@@NitrogenDev would be good to see a comparison test scene apples for apples and maybe some of the differences in setup or use case ? Thanks again for your video ☺️
You can't compare them. In terms of their level, these are two big differences and are created for different tasks. UNIGINE is, first of all, huge locations, and only then everything else. In addition, the Russians are developing it, which means that many of the techniques are simple and effective, but they are exactly simple. They also have different budgets. However, all this is not important if you decide to create a serious project. Another thing is important - the level of support, documentation. Those who worked with Unity view everyone else as a failure. UNIGINE has the worst situation with this - you have to buy the maximum subscription so that the developers can quickly solve all your questions, because the documentation is very weak. I think that UNIGINE will find its place, because it is different and provides features that other engines do not even dream of.
I see what you mean, but I wouldn't say that UNIGINE's documentation is that bad. I haven't gone very deep through their written documentation, but at least their video docs aren't bad at all.
@@NitrogenDev It depends on what you compare it to. After all, everything is cognized in comparison - good or bad, concepts are relative. Compared to Unity's docs, it's just awful. Compared to the UE documentation, everything is just bad. In most cases, you only see the fact that the function is there. You don't see how to use it. A couple of times I came across the fact that the documentation simply does not contain functions. There are syntactic errors. Obviously, you are superficially familiar with the engine.
@@НиколайНикакоюс-л2ь as you might know, this video strictly focuses on the environment design side of both engines, so I can't really say anything of the coding side. But I can confidently say that their docs on environment design features are NOT bad, not in comparison to anything, but with respect to how well I was able to comprehend the usage of a certain feature.
Actually, that's irrelevant to this video. I am not comparing making games, I'm strictly comparing environments and I really doubt you will get any revenue from your environments if you're building a portfolio.
I kinda researched both of the engines it seems open world games will take another turn in unigine. But UE has been adding amazing stuff too to support open world games. So i should probably just wait and see and try em both.
the day i see someone unironically talk about ue4's c++ is the day i die ig. too bad almost no one talks about it *showing just how trash the api docs are*
Im a game dev that has used unreal for about 2 years now and I gotta say, you can do alot more in terms of volumetric clouds and water demonstrations than you've shown in your videos. Definitely feels a little biased towards Unigine haha
@@frednaar4202 So far I haven't done any edits but I like having the option just in case I'd want to modify it. In terms of skill, I think I'd be capable of editing UE4's source code but I'm probably overconfident in terms of my programming skills.
to say something, unreal engine has a huge library and if you have any problem you can solve it by searching the internet. but uengine is also weak in this subject unreal engine has a huge community
I no longer make content related to any engine, unfortunately. I've switched for over a year to video essays about game design and game analyses, as I enjoy creating these much more!
Unreal is superb. Even I use Unreal. And it is in the list of my favorite engines. But sir, believe me, after watching this video, even Unigine in the list of my favorite engines too. I was shocked to know that Unigine is such great!!! But for me, Epic Games presents, UE4!!!! is the best. Could you make a video on Unity VS Unigine???
Definitely, but apps generally help the user achieve something, which is in this case making environments, so it's essential to see which engine makes your life easier or has more opportunities.
I see why you would say that, but IMO that kind of thinking is flawed. While UE5 looks stunning, for 2D games it's important you also consider engines such as Unity, Godot etc. As well, we should wait until we can try Unreal 5 ourselves and see exactly what it is capable of, its difficulty and performance before judging how good it is.
I gave you a like for your effort but I don't agree. Your video is titled "Unreal Engine VS UNIGINE: Which Engine is Better for Environmental Design". The answer is obvious and you did mention it but only for a moment. The size of terrain in UNIGINE exceeds Unreal by so much you can't even compare them. When I create an environment I work in at whatever scale I need. If I need 16K x16K of the forest alone I still have an enormous amount of real estate, unlike Unreal which ends there. The FPP of the UNIGINE is miles ahead of Unreal and the interface is actually the single most straightforward compared to Unreal, Unity, or CryEngine. I've used all 3 since early 2000. Beyond that, there is the terrain layer system which is incredible and allows for runtime deformation. Then there is the performance that is unmatched by any engine available. I can run my projects on computers that are over 5 years old and still get an average of 150+ FPS using 8K and 16K textures both macro and micro over a 268km2 map. The VR support is way better than Unreal's and considering that UNIGINE was created for professional simulation and has just entered into the video game industry by creating the community edition, I think it's fair to say Unreal will have its work cut out even after they release version 5.
I think there is more to it than just the engine features, such as the community and additional benefits which I talked about in the video. I find it hard to believe that projects as the ones you described can run so well on 5 years old hardware, so if there would be any way for you to show that, I would greatly appreciate it, because I'm genuinely interested in seeing that. Because if what you said ends up being true, then I can't argue with what you said.
@@NitrogenDev Runs on my FX 9590 or my Ryzen 3900X as described. If I was you I would just create a project and push the hell out of it. I work every day pretty much so I have no lack of material to show but the best example would be one you create so you see for yourself after a build. The engine runs so well the VR even performs amazingly. No stutter, good frame rate, photorealistic VR in the largest maps any of the current "standards" set by Unreal, Unity, CryEngine, etc.
Trying out UNIGINE must be one of my best decisions this past month. I was honestly surprised how well it performs and looks relative to UE4. As well, it was a great opportunity for me to try another engine out and learn about how other companies approach environmental design. I really hope you enjoyed this video as much as I did creating it!
-Before ya'll start asking if I am switching from Unreal or anything alike, that's not it, but there may be other UNIGINE-related videos in the future depending on your feedback!-
Well, competition is healthy, it's something to keep them in check and keep upping their game, knowing a competitor can take the lead at anytime.
And not just giving up and go public(stock market)
with 4k some game had a hd texture pack which is 20gb in size on top on whatever game...
im subs!!
Make Unigine vs Upbge/bge
Will unigine run on 4gb ram without lagging
Unigine, first time hearing about it. It's nice to know new engines
It is indeed. There are so many different engines that aren't as well-known as UE4 or Unity, quite a shame some of them don't get more attention.
Wait is unigine a game engine or just a environment engine?
@@wildrelicproductions4879both
As the gaming geek said, you can use it for both. UNIGINE is also used for simulations, so it's not only used for games.
I've never heard of that either.
From what I've heard since learning of Unigine a couple years back was that it was primarily created for real-life sims and scientific work. Therefore its 'paid' versions are capable of doing things that Unreal simply cannot, but also require expensive hardwares to run. The past year or so they've created 'dialed-down' versions (aka Community) to try and get a foothold in the gaming market as well. By all accounts Unreal is probably your better bet for artistic/gaming purposes as that has been their focus from the start. If you want to do actual geographical studies, and got the cash, Unigine would be what you're after.
You got a good point, but I still feel like UNIGINE can get you extremely far on the artistic side of things as there is no feature in the paid versions that is essential to creating an environment.
@@NitrogenDev I wasn't really arguing the point on capability so much as accessibility and user friendliness. Again, this primarily has to do with tenure on to whom each platforms target audience has been. Unreal being the ones focused on shifting the paradigm from straight coder development to more artist friendly formats. I'd like to see where Unigine goes in the future since they do have an edge in real world simulations, and see if they can bring some of those technical features into more game friendly formats. Having said that, I'm still keeping an eye on Unigine because it is the only other 3d engine I've seen so far that appears can match/surpass Unreal as a legitimate competitor as far as visual fidelity is concerned.
Yeah that's what I heard too, it's for scientists, engineers, simulations, in which if it worked out for them they could earn millions, that's why it's best and most unique features are behind a paywall.
Tho they're welcome to try in the gaming industry tho, just so UE4 don't get too complacent and see there's still competitors that would take the lead at any time.
You should do another on these 2 engines, Unigine got some juicy updates in the past 2 years
0:37
Nitrogen: _“centimeters, meters”_
AMERICAN 3d artists: _"what's that?"_
Oh that's only around 0.0109361 yards (from cm) or roughly 0.0001 football fields.
@@NitrogenDev
Real life experience! 😂😂😂
American here. We use the metric system every day. It's required in all science classes (from elementary to high school & of course college). While we buy our milk in gallons and measure our construction dimensions in feet, we also use the metric system quite often. Americans are sufficiently "bilingual" when it comes to the two differing measurement systems. 🤠
@@SizzlingSquiggle
Yet we (a proud American here too) ask people from other countries to convert the measurements in IMPERIALS for our own benefits, and yet we haven't changed into METRICS "officially"!!!
And yes I was being sarcastic! Sorry, but not sorry!
@@SizzlingSquiggle Good to know the real deal from an American, instead of the typical memes and generalization that the rest of the world does.
"To work with materials you have to write the glsl shader.". *laughing my nodes off.
I sure love my spaghetti graph haha.
About Unigine:
+ Light and fast loading Editor
+ Nice C++ and C# component system
- Not 64 bit precision in Community edition
- Not all terrain and vehicle features are available in Community edition
- You must have an internet connection for the Community edition
The last point is a bummer. Although I understand why they did that, it surely is an inconvenience for people that don't have internet access most of the time.
@@NitrogenDev Even having internet most of the time is annoying.
I forgot to add - it works well on old computer configurations - on my AMD K8 6600 K / rx 560 all demos work smoothly.
Limited map size on community edition as well.
Im an Unreal guy but Im downloading Unigine now :) - thanks for the video
Make sure to let me know what you think of it! I would be so happy to hear others' opinion on this matter as well!
We migrated our project from Unreal to Unigine at the end of april, after thorough testing, and I can say workflow is really good . As a coder I am very happy with C#, our 2 artists are very happy with the ease of importing assets, setup lighting and effects, and sounds.
I'm glad to hear the perspective of someone that switched from UE4 to UNIGINE, so thank you for sharing this.
Do you any footage of your project that you could show? I'm really curious to see what it is about and how it looks!
@@NitrogenDev yes we have a lot of materials, I cannot disclose much in public but feel free to contact me via Unigine discord under the same name...
If you find C++ harder, use python in UE4 and with few optimizations, you can find that Unreal engine is the best due to
1. It's Physics.
2. The Lighting
3. Optimized performance
4. Open Source
5. Reflections and Post Processing
And so on.
@@ambilijohn6846 we found that the C++ iteration is very slow, so you end up prototyping in blueprints and then porting to C++ later, so this takes more time.
Regarding physics, I am mainly a physics developer. We actually had issues with joints exploding in Nvidia vehicle physics in Unreal (but did I not test the new physics system...).
I shall say that Unigine physics are very good, and easier ...try calculate an inertia tensor in centimeters (Unreal) vs meters (Unigine) and you will see what I mean.
I cannot reply on lighting, I think it is very good too but it is a matter of personal taste.
Finally based on our tests performance is comparable on a closed environment, but better in large open space scenes and VR, maybe you tested a different situation...
Simple answer from the two software that I've ever used. Unreal Engine I usually use for game makers. And Unigine for film projects. :) Just that. Although it's still not clear...
One important thing I think Unigine supports out of the box is impostors. UE4 has some kind of plugins for it, but really it should be native to engine. It will be in UE5 at least.
As far as I know, can't you "simulate" impostors by having the last LOD be a plane with a texture that represents the original geometry?
@@NitrogenDev that's technically true, but usually a user made impostorts are kinda meh. Plus I should point out when I'm talking about impostors I mean more than just a few sprites :D
Something like that:
www.shaderbits.com/blog/octahedral-impostors
@@AlexiosLair That's so cool! The transition is so smooth as well, can barely notice it haha. I never thought of having impostors that complex (in comparison to a single plane), but seeing it now, I definitely understand why UNIGINE and UE5's support for impostors is so important!
can we have an updated version of this
Your tutorials have really helped me develop some game mechanics.Thank you for your tutorials
Would you be inclined to maybe make a ue4 wall running tutorial with animations any time in the future?
The problem with that kind of tutorials is that they require more than just the technical side of things, such as assets (a character, animations and whatever else I need), which I cannot create myself because I lack both the time and knowledge.
The only long-term solution I can think of is collaborating with artists on videos like the one you suggested. Right now that is not an option, but if I ever get to that point I will make sure to consider this tutorial and many more that I cannot do due to that.
@@NitrogenDevYou been doing more than enough to help the gaming dev community with your tutorials .At least for me they have been really helpful and thank you for that
Thank you for considering it for the future and i hope you keep growing as a channel ,you deserve it
@@noctis7093 thank you, I appreciate it!
I didn't think cascade was easy to use and it had a lot of time consuming quirks, Niagara is far more powerful and has a straight forward system, if you're starting out, just learn Niagara
I might have to give Niagara another try then, as last time I tried to do anything with it there weren't many examples or tutorials on it.
Can you do some tutoriaks on Unigine? because right now there's almost no tutorials on TH-cam aside from the official channel
If there is enough interest in UNIGINE tutorials, there may be some here and there considering that the main focus of this channel are Unreal tutorials.
As an environment artist, I stopped at "need to write shading code". Yes, it's my Achilles heel but on the other side, I also want to build games around the environment. For pure environmental design, Unigine looks really good - but I am not sure that it will be that easy to find content to learn the engine as easy as you would have with UE4, especially when it comes to third party plugin implementations. Of course..there always a bigger fish in the ocean like CryEngine was able to beat any other engine when it comes to water, solved in UE 4.26. Volume Clouds everywhere! Solved in UE 4.26. 64bit precision? Maybe in UE5? Who knows. I might talk about a bloody evangelist here but I switched a lot between CryEngine, Unity, and UE in the past and finally found a place where I think I really belong. It saves you from becoming crazy just because any game-engine might introduce another killer feature in one of their updates that the engine your game has doesn´t feature. And trust me, I was blinded by Unitys HDRP Pipeline and lost months of work due to it. Never again.
That is true, there is probably much less educational content for UNIGINE and although they have a lot of documentation, it can only get you so far. It's good to hear that you found the tool for you and what works best, because I know a lot of people that struggle with that and waste so much time because they can't make up their mind. But I can't really blame them when there are so many great tools for level and environmental design... and then there's Unity's HDRP.
I love your videos. You’ve helped me so much when I make games in ue4! Do you think you could make a vid on chaos destruction and physics? Keep up the good work!
I'm definitely going to look into that, but I'm most likely going to wait until Chaos will be released with the prebuilt engine version.
👍
for me personally having just switched from unity to unreal , as a filmmaker , unreal is alot better and time efficient than unity for filmaking , animation , basically entertainment . having said that , unigine is something new but i would try it for myself first , if i don't like it then i can just stick to unreal engine , im hoping for nvidia omniverse machine to be the next replacement . yeah i know the ue4 rendering is compressed but when you have clients who can't afford time , ue4 is the best place so far to set up a quick scene to render and just retarget all the animations from Maya or blender , its faster then having to fix the sampling and lighting when rendering in maya and blender .
That's exactly it! If you try a new tool and don't like, you can always switch back. I know a lot of people that are scared to try out new software, because they're so used and comfortable with their current tool that they're afraid that they will like the new one more and will have to learn that one from 0.
Also, the mniverse machinima seems cool, but I'm more interested in seeing exactly how hard it is to use and what it can produce.
Unigine has some really nice features like C# and C++. C++ in Unigine has good iteration times compared to Unreal C++. Plus Unigine has a really nice documentation . A lot of people find Unigine a bit harder to learn , maybe because the API is more generic than game oriented?
Perhaps that's an important factor for those that want to code as well. I haven't gotten much into C++ in UNIGINE, but I can see why its API would be harder.
@@NitrogenDev There isn't any difference than C++ Ungine or C# Unigine that in the api .
from the programming standpoint Unigine is way easier than Unreal, the C++ api is cleaner, and if you use C# (which I recommend) iterations times are comparable to Unreal Blueprints
One word - megascans
That's a fair point - exactly what I said close to the end of the video about this being such a big advantage that it becomes a valid reason.
I value my time more than 19$ a month...
Two words - Quixel Mixer
Seams a little biased towards Unigine as there is so much missing regarding the Unreal engine, I mean just Megascan? Also destruction, Animations system, Coding and much more.. where is that mentioned in the video, Might have missed these one ? Only the parts where Unigine keeps up i guess?
@@frednaar4202 mega scans be free though
It's important to know that Unreal Engine supports real time GI, Lumen, but Unigine in this area is not really good yet, the real time features I saw wasn't really good enough they need to work on it IMO
13k! A new milestone! 20k not that far! Well done, kiddo!
More or less a big step until 20k, but we're getting there for sure!
Unigine 2.15 adds a powerfull Shading editor too!
Unigine might be a clear winner, the UI seems clean and simple to use and the documentation looks really good.
But what about assets?
NOT SPEAKING ABOUT PRICES ?? unigine are VERY expensive
I am obviously talking about their free version. UE4 is completely free (without considering the royalties) and so is the Community version of UNIGINE.
@@NitrogenDev the free version will be enough for 99% of the projects I can think of...
Most likely, yeah. I can't really imagine a game needing more than what the free version offers.
@@NitrogenDev You are not, the very first feature (double precision coordinates) is not supported in the free (community) version.
Yeah all the features that make Unigine unique are behind a hefty paywall. Worth it for the right projects though.
oeh 64 bit precision of coordinates thats pretty nice.
Any other engines besides unigine and star citizens crylumberyard engine which have that feature?
@@jackrabbit656 cool!
Have you seen the engine they use for The Hunter? I’m pretty sure it’s proprietary sadly but. Literally the best outdoor environments I’ve ever seen, I’d say better then ue4
If you're talking about Avalanche Studios' engine, then indeed, it looks insane! I haven't found much information on the engine, so it is probably an in-house engine, though I really wish we could get our hands on it and see exactly how it performs compared to other engines.
Take a look at wheel joint, so easy to make vehicles with any number of wheels
Unreal Engine provides free in plugins, when you start a project, content and functions that are in the 'pay for' section of Unigine.
Looks like UNIGINE has some really cool features, I especially like the cloud system as I felt this is pretty lacking in UE4. Might take a look at UNIGINE thanks to your video :)
I see they are adding it in a few versions for UE4 like you mentioned, but still cool to have this out of the box. Also might want to mention that landscaping has a layer system in UE4, which is quite powerful and non destructive, I always thought that was lacking in UE4 until now, do you know if UNIGINE has anything similar?
Unreal has volumetrics. Their next update features built in volumetric clouds.
@@outofrhythm9670 yeah looks pretty cool 🙂
I'm glad to see that you have decided to try out both! I really feel like both deserve a shot even if you're not planning on changing your preferred tool.
And yes, UNIGINE has a non-destructive landscape sculpting layer system! With that you can basically paint on a separate height layer which changes are then added to the original heightmap. And from there you can transform or copy the layer to use it multiple times. There's much more than this covered in their documentation, but this is the gist of it.
@@NitrogenDev Awesome! I've used UE4 a lot so wasn't aware of this one in UNIGINE, thank you
That is true. AFAIK Unreal implemented non-destructive sculpting in a very recent version.
People are always forgetting about the Cryengine. It's such a shame.
That's true, mostly because Cryengine is also very powerful, but there simply isn't enough interest in it for people, like me, to make videos on it.
is the most demanding out of them all
@@NicolasSilvaVasault not tru
@@mr.freemind1837 wut?!?! LOL tell that to kingdom come, crysis, hunt showdown
@@NicolasSilvaVasault Install both Cryengine and Unreal engines, first compare the occupied disk space, and then run the Cryengine SDK with the forest, and then something similar in Unreal and compare the range and clarity of rendering, water, fog effects, do not forget to turn on GI - total ilumination , the analogue of RTX is only voxel, by the way it is in all the latest games, and then turn on RTX in Unreal for an honest comparison and you will see who is cooler in terms of performance and realism. The fact that Epic gives a bunch of free content to create any genre does not yet make their engine cool, they hang new ones on old crutches and it all slows down and in order to feel comfortable you need an airplane, not a computer, and Cry calmly even on a GTX 660 ti gives out at least 30 fps. And what happened with the Crysis remake, perhaps the technology is still raw, it is not in today's version, it will appear only in 5.7, and the benchmark with their raytrace on the specified video card produces 30 fps at 1280, it will fly at 2080 ti.
Thank you for such amazing videos💖
Glad you found it so!
Next you should do witch engine is best for “Realism”
up for this!
Of course, never actually answering the question.
you cannot rotate in unreal engine the way unity and unigine does both engines run on linux so my vote goes to unigine
64 bits floating point number version of Unigine costs a fortune
Feels like they took Unity and Unreal Engine and tought that Unigine sounded awesome xD
You know, I thought about something like that when I first heard about it as well haha. The thing is, UNIGINE has been a game engine for a long time just like Unreal and Unity, so it's definitely a coincidence all of these are so similar.
@@NitrogenDev 😲
@@danielgagnon5001 According to Wikipedia, Unigine ia actually a month older than Unity. Both first appeared in 2005.
stands for “universal engine”
Okey. Now these days, the visuals are pretty much at same level across all engines (almost like copy cat) but question is, performance.
The most important thing. Performance and capabilities. Thats where the difference comes to surface.
Which of these engines is more capable and better optimized? And im not talking about some singleplayer corridor gameplay. Im talking about open universe massive multiplayer with 8k fidelity.
Which of these two engines could handle massive worlds with HL Alyx like detailed environments while hosting 1000+ players on a single shard?
This video is old please dont judge both engine now , i watched it before reading time , unreal 5 now supports 20M -KM *20M -Km map , not only that , unreal 5 Lumen is so better now , you can compare it with Path tracing and wont see big difference at all , and also Editing is So much good that i dont have to leave engine I can just import any model , add /Modify bones , do weight painting all within engine , and also create my own models and animate them in Real time
I think it is unreal to beat unreal engine. Unreal engine be like Great chinese wall of walls, which is still growing.
That, for some reason, sounds very poetic haha.
Dont forgett that ultra dynamic have bbetter volumetric Clouds AS Unreals Volume Clouds itself
I have tried unreal but unigine looks much better unreal lighting looks unreal like the engine but ue5 really surprised me
I think now that Unreal has Lumen, it's gonna be extremely difficult for other engines to compete, which could be a concern as nobody wants anyone to have a monopoly on anything.
godot has sdfgi which it a gi solution for low end pc, but it doesn´t have not much light features like lumen yet.
i think there is still a market for "more optimized" engines as not everyone can have ue5-comfy PC nowodays
The problem with Lumen and Nanite is that it requires a much more powerful machine to run at least 30fps hence it's not that accessible to most users
I remembered Unigine as PC benchmark software
Haha, well, there used to be and still are benchmarks made in UNIGINE like the Superposition one.
Why not both😂
Can't argue with that now, can I.
Designing my dream island - twice the fun! Nice, kiddo, something new and nicely done!
Big sandy island, white fluffy clouds and crystal-clear water with small foamy waves - that's it, probably the perfect island for me.
What engine?
If I wanted to make a multiplayer space game like Star Citizen or No Man's Sky, should I switch to Unigine? UE4 World Composition is already breaking from me trying to make a playable solar system for multiple players.
That is a great question. I was informed shortly after I published the video that the 64-bit precision is available in the paid versions of UNIGINE. With that in mind, unless you have the money for it (in which case UNIGINE might be better option), I would stick to Unreal so you don't have to start over.
It's called Dual Universe.
After 4 Years learning making Games with Blueprints. Im pretty okay with Ue4.
Recently hit 3 years of UE4, so I kind of now what you mean haha.
congratulations ^^
Thanx for good comparison
Can u make a video Unity vs Unigine also. :-)
-I don't think I'll do one as there are so many other videos on this already, but if other people request that and I see that there still is interest in a topic like that, then I'll make sure to!-
As I said below after realizing my mistake: "there might be one, but for that I will need to try learning some Unity and get a better understanding of it, so that will take a while".
Changing to Unreal from Unity was my best decision. Unity is playing catchup and modernizing all of the systems at once makes the engine very unstable to work with.
I like coding in C# but going to blueprints with the knowledge of code makes it very easy and fast to script. The tutorial scene for unreal is now in a very good place and matches Unity.
The only thing Unity is better if you are a beginner is the easy team source control since unreal needs a dedicated server with a third party program such as Perforce.
Just learn Unreal as it is a powerhouse and it keeps getting better without breaking all the time like Unity.
My bad, my brain stopped reading once I got to "Unity". I was sure that it was Unity VS Unreal haha.
In that case, there might be one, but for that I will need to try learning some Unity and get a better understanding of it, so that will take a while.
The instability part is very true. I've heard that it crashes from the weirdest things at the worst times. I really wish to see how Unity is going to be once everything is stable and finished.
@@MuttleyGames You might want to check/support the UnrealCLR project, which allows you to embed .Net 5 to your unreal project and more. It is in a very early but promising stage.
this is exactly why i feel like unreal engine 5 is necessary, but i think there won't be much of a difference compared to ue4, unigine is INSANE, and the leap from a few years ago completely obliterates ue4 in terms of changes and improvements over their own tools, specially on environment
I see what you mean, but what really matters right now, for me at least from an environmental artist POV, is which engine is going to get further and faster from now.
@Rockin' Jamz 4.26 looks promising, i'm gonna be honest, that new water system looks insane
What you think now? UE5 is a BEHEMOTH of things and surely will become a new standard... but its cool that alternatives also exist
@@kurisuchiinathecrocodile333 yep UE5 took a huge leap over any other engine out there, but UNIGINE is impressive af, and in some of the things in comparison to UE5, still look more realistic, UE5 still in debt when it comes to water
@@NicolasSilvaVasault also a pity that Valve doesnt let anyone play with Source 2.
I love Unigine. What I do not like is their documentation. It leaves much to be desired, in my opinion.
Personally I think their documentation is quite good. Do you have a certain reason you think the opposite?
@@NitrogenDev The lack of explanation of how to work the "spline graph". How do you get it to work? Right click, drag? Double click, drag? How do you add static meshes to extrude? There are no instructions. The same could be said about animations. That's what I mean.
For some reason I read that as Eugene
Been there, done that!
What assets didi you use in the ue4 footage?
I used the procedural landscape ecosystem asset pack (www.unrealengine.com/marketplace/en-US/product/procedural-landscape-ecosystem) in combination with megascans assets.
@@NitrogenDev cool thanks
The more competition the better but for me it is going to be UE until i die!
Fair enough haha.
Can you do a video comparing the OOTB water of both engines (Unreal 4.26)?
Can you explain what you mean by OOTB?
@@NitrogenDev Out Of The Box (water is a core part of Unigine and a core part of UE4.26).
Got it! I might do a video in the future that compares more out of the box assets both have.
Is the real world terrain in unigine that you said in the free version, or the paid versions?
That's not in the free version, unfortunately.
@@NitrogenDev i wanna make real world city that isnt manual. Cause manual would take ages, any way? Unreal or unigine.
@@realthefew that's a hard question. Unreal recently implemented a geospatial system in 4.26, but that won't automate much of the process. I feel like either engine is a good choice, but that also depends on your experience.
@@NitrogenDev what does the geospatial system do? Place buildings?
@@realthefew not quite, take a look at this video: th-cam.com/video/RKyyuAhnqP4/w-d-xo.html
If Unigine came out before Quixel was made for free on Unreal Engine it might have a chance. The window for other game engines have effectively closed with UE5 announcement. There is just no other competition.
Indeed. With the appearance of UE5, the competitive side of game engines will be much harsher.
@@NitrogenDev i really liked that tech demo that Tri-Ace (japanese company) had in 2010s. Too bad it didnt lead to a "new player" in game of engines.
Can I make so big terrain the size of 60.000 km and two tanks that fire the bullet in 4.000 km distance?
Not entirely sure, but I'm 90% positive you can do that in UNIGINE, but 60000 km might not be allowed by Unreal Engine without some workarounds.
@@NitrogenDev hmmm understood
Unreal engine as of 4.26 has volumetric clouds
And from what I have seen, those aren't bad either. What I really want to test is how they perform compared to UNIGINE's.
@@NitrogenDev would be good to see a comparison test scene apples for apples and maybe some of the differences in setup or use case ? Thanks again for your video ☺️
look for your comment section, unigine just comment in this video. 🙏
They look and sound similar
They're also pretty similar in their features haha.
Agree.
You can't compare them. In terms of their level, these are two big differences and are created for different tasks. UNIGINE is, first of all, huge locations, and only then everything else. In addition, the Russians are developing it, which means that many of the techniques are simple and effective, but they are exactly simple. They also have different budgets.
However, all this is not important if you decide to create a serious project. Another thing is important - the level of support, documentation. Those who worked with Unity view everyone else as a failure. UNIGINE has the worst situation with this - you have to buy the maximum subscription so that the developers can quickly solve all your questions, because the documentation is very weak.
I think that UNIGINE will find its place, because it is different and provides features that other engines do not even dream of.
I see what you mean, but I wouldn't say that UNIGINE's documentation is that bad. I haven't gone very deep through their written documentation, but at least their video docs aren't bad at all.
@@NitrogenDev
It depends on what you compare it to. After all, everything is cognized in comparison - good or bad, concepts are relative. Compared to Unity's docs, it's just awful. Compared to the UE documentation, everything is just bad.
In most cases, you only see the fact that the function is there. You don't see how to use it. A couple of times I came across the fact that the documentation simply does not contain functions. There are syntactic errors.
Obviously, you are superficially familiar with the engine.
@@НиколайНикакоюс-л2ь as you might know, this video strictly focuses on the environment design side of both engines, so I can't really say anything of the coding side. But I can confidently say that their docs on environment design features are NOT bad, not in comparison to anything, but with respect to how well I was able to comprehend the usage of a certain feature.
@@NitrogenDev
Until you worked with UI))
What is the name of UE demo used in thumbnail?
It is not a demo, it's a scene I made a long time ago. Here is a breakdown of it if you're interested: th-cam.com/video/dQAZ_RCYzA8/w-d-xo.html
@@NitrogenDev oh. Ok. I've just started watching your videos.
@@NitrogenDev I dunno if you're willing or not but requesting, can u give this project file?
Pipelines weren't mentioned and in that sector ue4 is king
You should mention revenue generated, in UE4 you can get up to 1 million without giving Epic anything.
Actually, that's irrelevant to this video. I am not comparing making games, I'm strictly comparing environments and I really doubt you will get any revenue from your environments if you're building a portfolio.
I kinda researched both of the engines it seems open world games will take another turn in unigine.
But UE has been adding amazing stuff too to support open world games.
So i should probably just wait and see and try em both.
Definitely the right way to go, trying out both and deciding on one after you get to know both for a while.
I will ALWAYS use the unreal engine. And the clouds don't look fake in the unreal engine.
first time i heard about unigine
Its like asking what is better to use between bubble gum and a condom for building a raft 😁
the day i see someone unironically talk about ue4's c++ is the day i die ig. too bad almost no one talks about it
*showing just how trash the api docs are*
THX!!!
in my oppinion wait 1 year then come back its to early
sorry,I thought Unigine is Unity,I only know UE and Unity,and I am learning UE4
No reason to be sorry haha. Good luck learning Unreal!
Im a game dev that has used unreal for about 2 years now and I gotta say, you can do alot more in terms of volumetric clouds and water demonstrations than you've shown in your videos.
Definitely feels a little biased towards Unigine haha
If I could use these I already made Elder Scrolls 6, for real.
Do godot vs unity
Does the Unigine team allow people to modify the engine's source code? Cause if not then UE4's definitely better in that regard.
Unfortunately you can't as UNIGINE is a proprietary software.
@@NitrogenDev Technically so is UE but they still give us source code access
@@beskamir5977 yes good luck with that... very few people are able or willing to modify the source code, congratulations if you are one of them...
@@frednaar4202 So far I haven't done any edits but I like having the option just in case I'd want to modify it. In terms of skill, I think I'd be capable of editing UE4's source code but I'm probably overconfident in terms of my programming skills.
I mean, unreal engine V has nanite so hands down unreal.
UNIGINE is the best animation software, but poor information about it!
Unreal Engine 5 says Hi
i saw this video just to compare both with Unity :P
Well I'm glad that the video was useful for that too haha. Have you reached any conclusion regarding which one you think is the best for you?
@@NitrogenDev none of them, i tried unreal years ago and i do not like it... bad performance and unigine (years ago) was a bit dificult for me
@@impheris so I guess, you use Unity?
@@NitrogenDev yes...
I started with Unreal will end up with Unreal.
Fair enough haha.
unity wins
*wait*
UNIGINE supports cylinder collision, Unreal Engine does not.
M studying game designing but i heard unigine first time 🙁
Better later than never.
@@NitrogenDev yah
UE5
i prefer working in feet and inches.....
roblox studio needs this lol
to say something, unreal engine has a huge library and if you have any problem you can solve it by searching the internet.
but uengine is also weak in this subject
unreal engine has a huge community
I am glad that Russia has its own giant, which is of the same quality as the other giants.
Make a video on unreal engine 5 vs unigine now😂
I no longer make content related to any engine, unfortunately. I've switched for over a year to video essays about game design and game analyses, as I enjoy creating these much more!
@@NitrogenDev well if you revisit it once again, would be interesting! anyway.. good luck and best wishes!
Unreal is superb. Even I use Unreal. And it is in the list of my favorite engines. But sir, believe me, after watching this video, even Unigine in the list of my favorite engines too. I was shocked to know that Unigine is such great!!! But for me, Epic Games presents, UE4!!!! is the best.
Could you make a video on Unity VS Unigine???
Considering how many people have asked me to do one, big chance I will soon!
@@NitrogenDev Thank you
Damn you epic games fanboy
What thats Unigine??
In the beginning the engine is Unreal, but later in the video it is UNIGINE.
Answer: CryEngine
Its about the app user
Definitely, but apps generally help the user achieve something, which is in this case making environments, so it's essential to see which engine makes your life easier or has more opportunities.
Why is this even a video/ debate? Have none of you seen the unreal 5 demo? Unity is the engine your mom tells you, you have at home :s
I see why you would say that, but IMO that kind of thinking is flawed. While UE5 looks stunning, for 2D games it's important you also consider engines such as Unity, Godot etc. As well, we should wait until we can try Unreal 5 ourselves and see exactly what it is capable of, its difficulty and performance before judging how good it is.
Il go for godot
Go for it!
I gave you a like for your effort but I don't agree. Your video is titled "Unreal Engine VS UNIGINE: Which Engine is Better for Environmental Design". The answer is obvious and you did mention it but only for a moment. The size of terrain in UNIGINE exceeds Unreal by so much you can't even compare them. When I create an environment I work in at whatever scale I need. If I need 16K x16K of the forest alone I still have an enormous amount of real estate, unlike Unreal which ends there. The FPP of the UNIGINE is miles ahead of Unreal and the interface is actually the single most straightforward compared to Unreal, Unity, or CryEngine. I've used all 3 since early 2000. Beyond that, there is the terrain layer system which is incredible and allows for runtime deformation. Then there is the performance that is unmatched by any engine available. I can run my projects on computers that are over 5 years old and still get an average of 150+ FPS using 8K and 16K textures both macro and micro over a 268km2 map. The VR support is way better than Unreal's and considering that UNIGINE was created for professional simulation and has just entered into the video game industry by creating the community edition, I think it's fair to say Unreal will have its work cut out even after they release version 5.
I think there is more to it than just the engine features, such as the community and additional benefits which I talked about in the video.
I find it hard to believe that projects as the ones you described can run so well on 5 years old hardware, so if there would be any way for you to show that, I would greatly appreciate it, because I'm genuinely interested in seeing that. Because if what you said ends up being true, then I can't argue with what you said.
@@NitrogenDev Runs on my FX 9590 or my Ryzen 3900X as described. If I was you I would just create a project and push the hell out of it. I work every day pretty much so I have no lack of material to show but the best example would be one you create so you see for yourself after a build. The engine runs so well the VR even performs amazingly. No stutter, good frame rate, photorealistic VR in the largest maps any of the current "standards" set by Unreal, Unity, CryEngine, etc.
@@NitrogenDev I also communicate with UNIGINE and they have been implementing Vulkan so that will probably be an even greater performance gain.
umm where is unity ??
Not in this comparsion, as you can see.
@@NitrogenDev you did it on purpose , i know that .