That not fair. Most of Unreal demos actually work and give good performance. All of the Unity demos do not work. Its like Unreal plays by the rules and tries to make an accurate picture of what Unreal can do, but Unity just lies and there demos are never playable.
That's kinda the case with any end product though, you develop towards it... Unity is a bit more general than Unreal so a lot of the niche features are probably going to be missing. Being fair to Unity, Unreal only really just got proper volumetric lighting in 4.17 late last year... The fact that you can implement a lot of…
Sort of, but I dislike how Unity approaches it. If you look at Unreal demos, most of the time they use only out-of-the-box functionality. They might show some custom stuff like volumetric smoke they used for monsters in Fortnite cinematic, but they a) extremely transparent on it being custom b) show and explain how it was…
as someone who doesn't program graphics further than drawing on paper or in zbrush, does this differ much from how Unreal shows off their tech demos? do they require as much work as the unity ones or are they more 'out of the box' capable than unity provides?
lol I was going to write something similar... If you read the breakdown of a Unreal cinematic project you'll see that in Unity you'd have to go through more hoops to get this level of quality. For example, Unity doesn't have a built-in SSS \ translucency shader that you can use for human skin. There are plenty of Asset…
For what its worth all these hoops are getting designed out (already have - as zorro said with the new package system, as well as the new unified post stack etc). There's nothing in this video that you wont be able to do, from the awesome foliage lighting via a special feature in the PLM to the over the top chromatic…
Some of these comments really show how unaware or inexperienced some people are in gamedev. Almost every project i have ever worked on has had a TON of stuff created/customized/hacked into the engine to get the end results. Its just a reality of technology. Sitting there and crying that the in editor terrain system is…