I would emphasize that Unreal is unparalleled for large teams. I make games with Unity and I'm fairly comfortable (and increasingly dissatisfied) with it but if I had a team of 50 people, I would switch to Unreal.
That's totally true. We had 2 teams working on 2 games in studio I worked before. One team was 5 devs on unity games nad my team were 25 devs working on UE4 game. My team, despite having much people, had much less problems with people going in their ways. Since 4.26 unreal can save each object on level as separate file so many people can edit the same level as long they don't edit same objects. If I rename/move some assets that are in use by other dev on different branch, it will work as unreal will add hidden redirector file that says "That asset is now there". Unity team had problems with breaking references to things cuz someone cleaned up project and moved assets around while another dev on another branch created prefabs that used them.
@@Dzarafata That meets my expectations. I don't feel like you can have more than a few people on the same Unity project before you start clobbering each others work. Nested prefabs were a huge improvement but they don't really solve the problem.
@@Dzarafata I feel like your experience with redirectors is the opposite of what I would consider good. You are providing a use case where the bad handling of files in unreal somehow ends up being positive in your team. Don't you stop to think why redirectors even exist? Why moving a file or renaming it creates another file? Why can't the engine just somehow deal with it? And maybe more importantly why this doesn't happen in Unity? And the funny thing is that the other point that you bring is also a problem in disguise. Why there's this new feature where each object on the level is saved as a separate file? Why doesn't Unity need this? And why can people working in Unity edit the same file but not in Unreal? The fact that you give these examples as positives without mentioning the technical reasons behind leads me to believe that the reason those 5 devs using Unity had so many issues against 25 using Unreal is not because of the engine but the people themselves. Both engines have pros and cons, but I find it particularly interesting when people bring negatives as positives.
@@kebrus I don't agree that Dzarafata qualified the redirect feature as good or bad. As an anecdote, it exemplifies a team making progress on a project using a tool that supported their workflow.
@@FormalSnake I agree. While I think unreal engine c++ is similar to unity c#, its integration with vs code is poor. Getting intellisense to work and compilation to work is really messy. The engine is too bloated. If they can fix their C++ VScode issue, I think c++ is not too hard to learn.
I'd also add that Unreal Engine sits on a fairly solid company and development team. Unreal Engine licensing is Epic's focus and primary business, so it's in their interest to maintain and upgrade their engine. Likewise, Epic's product success complements its engine rather than hinders it. For example, working on Fortnite means working on the Unreal Engine. With Unity, the company's side projects often feel like they draw attention and developers away from their engine. In short, this gives the impression that the Unity team doesn't always seem fully committed to their engine and occasionally feels like the company is a bit aimless. If you're going to tie your multi-year project to an engine, it helps to know that the engine is in competent hands, longterm.
A point about the $1,000,000 revenue limit... that is per project... not over all studio. So for a lot of indies... you will NEVER pay them a dime unless you make an absolute banger.
10:05 Both Unity and Unreal cover the base needs for developers, but Unreal is leaps ahead in tooling and features. I use both and Unity feels like it depends on the Asset store more than Unreal, which I believe comes to the decades of dogfooding Epic Games have done. Secondly, Unreal's gameplay framework is pretty solid and has been updated over the years so more game genres are possible. Thanks to that a lot of assets plugin directly into the framework and have similar naming scheme and organization to Epic's content, which is great for integrating to your projects.
Of course for all the flack, I wish the Unity Engine engineers and developers all the best. Software has come and gone over the years, so will Unreal and Unity some day. No need to cling to them
I am in the process of moving my Unity multiplayer game over to Unreal, mainly because of the built-in multiplayer. Also Unreal has many of the built-in systems for most games. I will say the editor is a bit harder for me to grasp, and C++ is a bit harder than C# but I am trucking along. I will still be making games in unity, I have a ton of assets and for most of my single player games I will continue to use Unity for now. For people looking to get into Unreal its a good time, there are way more tutorials now, and you can find some good Udemy classes and the marketplace is getting really good.
@@Armadous C++ is not hard, believe me, I have gone to tutorial hell much much worse than C++. You should find a good source on c++ and just start building shit, I have only been using c++ for two months, yet I already built a rest api, with a database, including many libraries in my project. And I'm planning on using this knowledge for game dev later.
@@Armadous C++ is a bit scary at first, but if you already program in C# it's not that bad. I'm still learning it, and it will take a while but it's not as bad as I thought. I didn't think I would like blueprints either, but so far they have been fun, granted I'm not making some crazy large game. I will say so far the UI tools are the hardest for me to grasp and being used to prefabs it's really tough to grasp that concept in Unreal. I guess it really depends on your skills and the game you're making. If you're a solo dev and are making a single-player or minimalist multiplayer game Unity will do just fine. Oh, and one more perk about learning C++, it's used in most other engines, and is kind of an industry standard so you could expand your options that way too.
@@abc33155 it's more verbose, but the verbosity actually make more sense when you use it a lot. It gives you more control, thus more performance, 2-5x while being efficient in power consumption. It's not a lot of work, it just needs a bit more getting used to.
UE is the 3D engine for me. I'm a former Godot 3D user... big mistake, took way too long to learn my lesson, and then way longer in the sunken cost fallacy trying to justify all the time I wasted in Godot because I listened to the constant stream of constant broken promises, lol. UE is a strong engine, easy to use, even for indies and solos. As an indie, it won't hold you down or hold you back. You probably won't run into its walls, because UE's walls are much much higher than your typical solo indie.
I spent 1 month on Godot, If you are a C# nerd, stay away from Godot, if you wanna make money for living, stay away from Godot! If you just wanna play around and have some fun, Godot maybe. Godot has a few interesting stuff, like timer, easy tween, etc. but not enough for production. And if you ever feel like Unity or UE5 sucks, try Godot, then you're gonna realize how great they are.🤪
@@gruntaxeman3740 4.x is full of them. Renderer is busted-- PBR is broken, shadows need a 16K shadow map just to look like a 512 map in any other engine, shadows/lighting is full of artifacts and inconsistent, SDFGI is especially full of artifacts; Juan wrote the Vulkan renderer as if it was OpenGL... and ported ALL of Godots rendering problems with it. On top of that, years ago... Victor Blanco wrote a fork of Godot that showed massive speed improvements. Juan said 4.0 would be just as fast if not faster... which we now know isn't even close to true. Godot is the engine that's all about getting funding, unfulfilling promises, and kicking the can down the road. I used Godot for years, one of the few people on a team that tried to use Godot for a larger, high fidelity games... it was just a lack luster and incapable engine. It's just a mess for anything that isn't small, stylized games... or 2D games. Stay away from its 3D like its a plague, because it is-- and you won't know it until you've actually hit the walls... and the engine is so broken under the hood, making those walls higher is neigh impossible. It's just as well to change engines, like we did.
@@lillybyte "4.x is full of them" Please link where is promised, what and what time schedule. Godot 4.x is just released. It means that there should be no major breaks in code that is develop for Godot 4 but it is still work in progress, and features are still added and optimized. It can be used to developer larger projects that takes years to develop and features should be polished in coming years when game is taking shape. For short projects that takes month or so to develop, it is Godot 3 series what to use. "Renderer is busted-- PBR is broken" How? I've created and imported metallic workflow PBR assets and they work as expected. "shadows need a 16K shadow map just to look like a 512 map in any other engine" Mm.. no. In Godot 3 shadow map implementation seems to be very basic but it works as shadow map should work. However the way it is implemented seems to be inefficient when using direction light. Documentation had mention that calculating shadow map for direction light is more demanding. It should be obvious that developer can optimize shadow map using spotlight. In Godot 4 shadow map implementation is better and it can be possible to backport it or migitate Godot 3 implementation by inspecting how it works on Godot 4 and adjust Godot 3 version using piece of script. Not sure about that what is best way but there are no real showstopper. " Juan wrote the Vulkan renderer as if it was OpenGL... and ported ALL of Godots rendering problems with it." Uh.. of course? Godot 3 version was working. Simplest way to make next version is to port it to Vulkan, optimization can be done later. This is very normal in software development, even very high profile and high budget software. Example in Windows, basic GDI graphic routines were still unoptimized in Windows 98 and had been mostly unoptimized all time. It was Windows 2000 when Microsoft optimized those. " I used Godot for years, one of the few people on a team that tried to use Godot for a larger, high fidelity games... it was just a lack luster and incapable engine." First Godot version that was capable for starting development of larger, high fidelity games was Godot 3. When expecting game development takes time about three years, earliest date to get something larger finished Godot was somewhere 2021. This is same on every engine. Unreal engine 5 was made based on Unreal engine 4, development of features started on 2018 and it was somewhere 2022 when it was released to developers to make games, and they add missing features after that. In fact this very common in everywhere software development. All APIs and frameworks has their own lifecycle, developers should know roadmap and development is often started when platform is unfinished because it technology is not maintained forever. Most important thing what developer want is to get benefit from maintenance that is done someone else or shared together with others. I'm not using Godot 4 as I only do something small so it is too early for my needs. I've have very smooth developing experience in Godot 3.5 and it definitely NOT feel anyway broken. "It's just as well to change engines, like we did." Changing engine is dumb. It is best to postpone engine selection as long as possible and then choose what is suitable for project and schedules to avoid unnecessary migrations. I'm agnostic about tools. I can develop whatever engine I like. I see that Godot can be excellent choice to some projects and some other it is Unreal engine, or Unity. I see Godot mostly fitting on those segments that were used to be before Unity's strong points, having general purpose, lightweight accessible engine. Unity's ecosystem or some features can make Godot wrong choice.
Need to clarify what I mean that Godot 3 was first to write high fidelity game... Well, development need to based on available resources and what features need to implement as Godot is more minimalist engine than example of Unreal. Back in 2018 there would likely almost no ecosystem so it would require lot of development resources. The more the ecosystem expanded, the better Godot fit for projects.
Technically DMC Devil May Cry made by Ninja Theory was made with Unreal, but besides that game, and as a Capcom franchise, it uses in-house engines like MT Framework or RE engine. :)
i think blueprints are the biggest + for unreal not because its better than programming, its just theres some stuff thats annoying to do in code and its easier to do in blueprints and quikly see how it looks like
Other than that you're fighting the engine the whole time with a 2D game, I adore Unreal Engine, and for all the reasons listed. I am so ridiculously excited for 5.2 and the new procedural generation tools that no longer require Houdini (if I understood the presentation right) that it's worth that one tradeoff. Heck, I've been hearing about people making gorgeous game maps in Fortnite. This is NOT something I ever dreamed I would be saying if I'm being honest, but we live in interesting times :D
Onboard with everything you said, except that Unreal does not support Web anymore. At least not out of the box since version 4.2(something). So Unity is ahead on that one. ;)
Yeah, exactly. I'm very interested on creating some experiences in web browsers but I realized that there is no easy to do this. Some articles mention pixel streaming but looks like web browsers won't be able to run UE projects anymore 🥲
not the engine itself but due to how the licensing works that made me choose it along with the amount of community support and resources available it really helps for a newbie like me to find what I want
There's something that is very important to know: Unity, the company, has a huuuge co-development army of engineers, meaning that you can actually hire Unity engineers directly from Unity to help develop your own games. A *lot* of studios do so. So, it's kind of unfair to say that Unity doesn't dogfood their own engine. They do. The only difference when compared to Epic is that Epic dogfoods their products by working on internal projects whereas Unity does so by working on external projects, with external partners/studios. Both companies are financially dependent on those projects, though, and I know for a fact that Unity has an internal communication pipeline where co-development engineers often raise issues and request features to the engine team. It's just not as visible and high-profile as Fortnite. Just thought this needed to be said, for the sake of fairness.
Epic does help external studios a lot, as well as external studios tech is adopted by Epic. For example The Coalition, that makes the Gears of War franchise, have contributed and collaborated with Epic on improving the engine many times over the years. A lot of these cases are custom licenses, from larger studios. So probably any AAA studio that uses UE, has received support from Epic.
Î can definitely choose Unreal engine because: -Licensing model: engine + assets -Export to multiple platforms including consoles -Blueprints: It is not the avoid of coding, it is easier to migrate assets newer version of engine when they use blueprints instead of some C++. -Someone else take care maintenance of engine I believe that Unreal engine and Godot are taking markets from Unity.
You can't see the source for the renderer unless you have a special license. At the end you mention that Unity and UE are at parity but having extensively worked in both, this is very much not true. The tooling of UE is leaps ahead. The asset dependency graph, the profiler, the collision debugging and a million other things are infinitely better in UE.
Which renderer code are you talking about? (a) The rendering code you can see when you install the source code, or (b) the rendering code you can see when you link your Epic account to your Github account? Neither requires a special license.
@@lillybyte I'd be surprised if it changed but I'll have to check. I'm talking about the code/shaders where the advanced rendering features like foliage and lumen live.
As a developer (not in gaming) I like to try stuff like game engines. I have a cople of hours in unity, godot, and ue. UE4 was the least fun, and quit quite early. I created some UPROPERTY and whenever I opened the project it kept disappearing, needed to rebuild, then the value set was lost. Then I just uninstalled it, I can spend my time better. Also I have a decent PC and it was just painful. Anyone likes waiting for compiling 6000 shaders for 30 minutes? Despite this I know it is a very capable engine and wonderful games and other products are crated in it. It's just not for me at this point of my life.
That's what I'm saying. Unreal is not hard. It just has a poor user experience. The c++ in unreal as well as the other tools in unreal are quite easy to learn. The engine is simply bloated and clunky. IT crashes often too. It requires patience. Unity hides a lot of all the extra stuffs in its package manager. This is the reason unity will always be more widely used than unreal, even though unreal is a more feature packed engine.
Unreal is really cool, I tell my students to learn both unity and unreal. I like unity because its workflow is extremely flexible compared to unreal and it runs on lower end hardware. But yes, if you are going for high end graphics, unreal gives you that our of the box. You can get pretty much the same thing with unityHDRP but it is quite buggy for now.
You absolutely cannot get the same results from UnityHDRP. Nanite and Lumen are the obvious headline features that Unity has no equivalent of, but there are so many other rendering features that Unity either lacks, or has a lower quality version of.
@@daveface69 Unity is behind unreal in many areas especially rendering. In terms of AR/VR non-gaming apps, architectural workflow and flexibility, Unity is superior to unreal.
And using Godot it runs lower end hardware, it is capable of doing highend graphics(*) and Godot 3 is not buggy, not sure about how buggy Godot 4 is because it is so new but is enough good to start project that is aimed to newer APIs. It is constantly improved. (*) And that highend graphics, everyone should know that engine isn't much limiting graphics quality in any modern engine. It is dependent on artists and workflow. Older engines like IdTech 3 had limitations that are visible in games.
On the source availble, you can do whatever you want with the code, but if you take even one line of code whatever you do with it must be the same lisence. I am unsure if it can be distributed though
I think these are great, but either you need material for follow up videos(which is fine) but I would like to see it all wrapped up in one video like "why use the unreal engine and why not?" because there are reason not to use it and it may confuse people who pick it up and later learn it's not a 2D powerhouse when it comes to features. But, liked...
If you are a unity developer and thinking of switching to unreal, remember this - Using Visual Studio with Unreal is a bit daunting, if you wanna work with blueprints than learn unreal if not than i think you should stick with unity for now.
One thing about Godot that I think might be the reason why there aren't many studios adopting it for their next AAA games despite its power, is that how easy it is to decompile their .pck and prick open everything from the assets to your scripts (down to comments, yep they dont strip it). I've been hearing horror story about it in Reddit about someone's game jam project ended up in App store by someone else. Sure there is a way to encrypt it with key, but due to its open source nature, the tool to decrypt it is also available. So if a commercial company wants to protect their IP they have to invest in building their protection mechanism on top of Godot source, and with that out of the way.... Might as well just use Unreal lol.
I'm here not fanboying anything. Just pointing out how trivial it is to prick open Godot package since all the steps is all there. Which might not sit well with some industries who don't want it.
as someone who uses a heavily modified version of godot 2.1.6 and dislikes all the newer versions as i feel like godot is going in the wrong direction. i'm not sure that's a reason why unless they are using the older version. but the newer versions of godot lets you encrypt gds on export and even the pck instead of just a binary export. however, you are correct since it's open source and there is the gds decomp repo too. it won't be that hard to get your hands on the source. but it will still take a good amount of effort. you kind of answered the question yourself too. the dev could fork it and write their own protection/algorithm system. i do believe the newer encryption features are more than merrier though. it's not really about that, it's just godot 4 is finally starting to render 3d really good now, when wave racer looked better than any of its previous versions. and then there's the "waiting for godot 5, 6, 7" bs as well. there's also a huge influx of bugs and just issues everywhere. the engine is constantly evolving and changing to meet the needs of the "supporters" who "fund the project" cough cough. and it's also becoming bloated af. it's also a function of time, it's going to get worse. game devs spend more time reporting issues on github instead of developing their own game too. i could probably write a book about all the buffoonery i've seen for the past 8 years. there's a ton of reasons, but the lack of encryption isn't it
@@Digitalgems9000 That community fault, they always want feature, even then compared to unity or unreal the file size is nothing. If you only need 2d you can just build it from it with the feature profile, and bugs, it happens with every engine, i remember having ton of bugs with unity and unreal rendering was broken at some point and too laggy.
This is a fantastic format, loved it hope you do more. A question one of my students asked the other day. They seem to think that you are required to use the Epic Games store for games made in Unreal. Does anyone know if that's true? Thanks for another awesome one, Mike!
You are not required to only sell on Epic Games store. You just don't need to pay the Unreal engine royalties when selling in the Epic games store, but you can at the same time sell in any other storefront. By default, there is no exclusivity agreement on where you can sell your game.
I'm looking forward to why would one use Unity engine, why? ;) I'm both Unity and Unreal dev, for now the first is my day job. Of course there are a lot of reasons to use both but I like Mike's takes. I would risk to say that Unity is less buggy... ;)
Let me give my opinion from experience using both Unity and Unreal. Unity Engine is a feature that supports the engine itself, and at some point, it runs into limitations in creating high-quality games. Therefore, R&D is performed to implement the function directly or related functions are found in the asset store. However, since the Unreal Engine already supports a considerable level of advanced functions in the engine itself, it is not necessary to look for related functions from the outside, and the engine's functions can be easily implemented by modifying them with a little R&D. Therefore, beginners who are new to the Unreal Engine have a lot to study about the Unreal Engine and are required to understand the function of the engine at a higher level. That's why beginners find it difficult to learn Unreal compared to Unity. It is also the reason why beginners like Unity, which is easy to learn.
i want to start using Unreal Engine 5, but dont know if my laptop can run it. Can someone tell me if my laptop specs can run UE5? My specs are: OS: Windows 11 Home CPU: AMD Ryzen 7 6800H (20MB total Cache, 8 Core, 16 Threads) GPU: NVIDIA GeForce RTX 3060 6GB GDDR6 RAM: 16 GB DDR5 4800MHz RAM Storage: 512 GB M.2 PCIe SSD
Bruv, I ran UE4 on a GTX 960m from 2015. You can run UE5 no problem. I have the same RTX 3060 GPU at my work laptop. If it gets choppy in the editor or you just want a smooth editing experience, just lower the graphics settings in the editor. Most of the time, you don't need the graphics turned up to max. Lumen would be the most costly setting, so turn it off if you don't actually NEED it or lower it's settings. You don't need to use all the fancy UE5 features, the older UE4 ones are still there and look great. Example of UE4 graphics is that Star Wars Jedi Survivor still runs on UE4.
the royalites from epic store are 12%. for unreal 5% (after the 1 million threshold). you said 7% probably because you substracted both numbers, since the person would pay just 7% mofe than using unreal...
Unreal is only a good fit for large AND deep funded AND experienced team WITH good project management (there is always the risk of messing up the game like the recent Jedi Survivor release - whose team is very experienced with the engine + past successful release on the title)
Why do you say that? What about unreal would make it more difficult for someone with a small amount of resources/experience compared to something like unity?
@@bmhyakiri every new unity project starts with blank state and you add on package / 3rd party asset as you need. For Unreal, every heavy package is there at the start. You can be overwhelming if you do not have experience. Unreal requires both knowledge of c++ and blueprint to make a game, while Unity only requires C#. In short: Unity gives you the lightweight option, if you want your game to look beautiful you need to add more. Unreal gives you all the best possible abilities that turns your demo beautiful at the start. But you need to work more to make it optimized (this is why the experienced team is required).
At the end of the day, it's horses for courses. So, Before the UE vs Unity, let me start with a controversial take most will disagree with today, May 12, 2023. But it may prove valid as time passes, as more job opportunities increasingly start popping up in that direction: If you are new into 3d and gamification and want to enter the market for the coming 20 years, not just May 12, no matter if you use UE or Unity, keep an eye on web-based engines like Babylon JS and co (have you seen V6?). In no time, there will be more job opportunities there than in Unity and UE combined. As for UE, if budget is not a factor, you can invest in developers at will, and you have a project that prioritizes the peak quality over resources draining, UE is the way yo go. No question. If you are a starter, or work on small to middle projects, want your product to be accessible by most with less fuss and resources demands, you go for Unity. At the end of the day, it is not about what is easier (each one makes the job easier in its own way. UE structure Vs Unity tons of assets and affordable development). It is all about the end product, the targeted users, platforms and OS, and cost benefit matters.
Hmmmm.... to be honest I'm not sure. I would assume it's net company revenue earned using Unreal, not per product, but I'm guessing. It's an interesting question, but I doubt many people are going to make multiple 1M+ earning games per year.
It's per-game, AFAIK. So, let's say you have two games made with UE. If Game A is making above $1M and Game B is making below $1M, you "only" have to pay 5% of the gross lifetime revenue (after the first $1M) of Game A. I believe, though, that you also need to include other sources of revenue that are related to that game in the equation. For example, if direct game sales make less than $1M but the added revenue of DLC, in-game advertisements, or even crowdfunding campaigns, takes you above $1M, you still owe Epic the 5%.
Important things need to be said three times -- just a tool, just a tool, just a tool. Ask yourself what is the original intention of making games? Never spend too much energy choosing and choosing in today's game engine flood, many teams, No matter how big or small, the game has already been sentenced to death in the technical selection stage.
I totally agree! In fact when developing game, please postpone engine selection as long as possible! Most of the work happens in modelling software, gathering all required assets and planning how it should work. During that time there may be new version of every engine, plans and requirements may change so migrating newer or other engine is just waste of time. There are examples of game projects that are failed because developers have changed their engine two or three times during development without any revenue.
On pricing, Unreal is amazing if you don't make it big. If you *do* make it big, though, you'll be cursing yourself for signing a 5% gross lifetime revenue royalty agreement that you can't back out of. Paying 5% of ALL the money you make (after $1M) - before taxes! - for ONE tool in your stack is insane.
There is an option to buy a special license for fixed amount available. So if anyone sure there game will make a biggest hit. Then just buy that license (cd project red did this for their upcoming games)
@@MalayalamTechMaster Not sure how realistic that is for solo devs or small indie teams. They don't have the same negotiating power as CDPR. But if that is true and available for all - and if the price is competitive with Unity Pro - then that is good news!
The only thing i want is an unreal engine lite with the basics covered that works well for lower end pc without having to crank values in medium and suffering the trash shadow quality at that setting, they complain a lot about godot shadows but nobody does to unraal graphics for low end pc, hypocrites.
@@LudvikKoutnyArt C++ is a huge strength for Unreal; It doesn't matter how people feel about the language, it's the industry standard for game development and being relatively illiterate in C++ means the vast majority of libraries, engines, code examples, and literature on game development (especially game engine development) will be mostly opaque, black boxes. Also, performance matters for game development so having a proper systems language is vital to being able to fine-tune performance. So if learning Unreal requires that you learn and become adept at C++, great. You finally know the language that all major, popular game engines are written in.
@@xfva_166 It's a weakness that it's the only programming language available, other than blueprints. I agree that understanding C++ can be very useful when learning about game dev, and it allows you to get closer to the metal than other languages when you need it for performance. The thing is, even when I know C++, I'd prefer to avoid it when possible in Unreal; I'd prefer to avoid stuff like the long build times, and how easy it is to leak memory. I'd especially like to avoid Unreal's half-documented, templaty flavor of C++. The other two engines in this series also allow you to use C++ when you really need it. Plus they have other options for when you need to make every nanosecond count. Unity has Burst with HPC#, and Godot has a wonderful extension system that allows you to use something one may prefer to C++, like Rust. Also, many parts of the code aren't that performance sensitive, and those parts benefit more from friendlier languages. Instead of C++ being something nice and useful when you need it, in Unreal it becomes a bit of a cage. I'm excited about the future possibilities of Verse in Unreal, though.
Actually... Unity has a Lumen like realtime GI solution coming in the next tech stream and Ziva is basically their equivalent to MetaHuman But to straight up answer your question, you'd have to read the license for UE source access. It almost certainly has limitations for exactly this task. That's a big reason why it is source available instead of open source.
@@gamefromscratch Nice with some upcoming solutions, but as far as I can tell Ziva is more of a: Swizz army knife for hollywood where metahumans have a way more narrow focus for game dev. Also where metahumans is free, Ziva is not.
Once Unreal gets it's ECS equivalent up and running (I believe it's currently in development?) It will be the king of game engines. As someone who enjoys making games with stupid amounts of entities it's the one thing that is really holding me back from Unreal. That, and the Unity Asset Store is just awesome by comparison. Unreal have a lot of catching up to do there.
I would make the argument that Unity's Asset Store is as big as it is because it's trying to make up for the myriad of shortcomings in Unity itself. Combine this with the "shovelware" aspect of a lot of the assets in there, and I'd say Unreal and Unity are more in parity than not.
@@ZebulonsPi Not sure I agree with you there. I feel that Unity's editor is far more customisable allowing for far greater flexibility for content creation. There are a huge amount of assets that make use of custom editor interfaces which allow for a tonne of functionality which I have not seen much of in the Unreal engine. The Asset Store also seems to be far more affordable. Even when comparing like for like from the same content creator the Marketplace can be 50% more expensive which is a huge turn-off. Unity, as of the last 12 months (give or take), have also been going crazy with sales. I know Unreal do much the same thing but Unity has been absolutely killing it by comparison in my opinion.
@@odo432 Yeah, I can see that. It’s certainly possible that I just haven’t seen all the customizable aspects (or lack thereof) in each engine, so I’ll go with your view on that. A lot of what I’ve experienced from the Unity side is either a lot of things that you’d think should be a part of the engine sold separately by a third party, or just things that look really amateur. It’s certainly possible I’m missing the good stuff! I haven’t bought anything from the Unreal Store, just collecting the free assets, so price wise I don’t have any input. I WILL say that if you like Synty Studios stuff, but it from their website!! They give you BOTH versions, Unreal and Unity, whereas if you buy it from an engine’s store, you only get the one. That’s burned me on a couple of things!
2D, Web, C# preferred, overkill, possibly a bad economic choice, bad fit for certain game genres with it's FPS/TPS first design pattern, etc. There are a plethora of reasons why... and why not.
please slow down, that's the first thing, the second thing, do not use UE5, at least do not recommend it to your audience, because your audience is not triple A game devs. There is literally nothing to gain from it if you are an indie dev, unless there is an army of AAA asset creators who can back you up on your project journey for free. And no, games that gain traction are not made with the assets from the the asset store.
Those photoreal asses are kind of tool to reduce some costs and most valuable are some generic Quixel assets and Metahuman. Of course game specific assets need to be created and many more to avoid that all games didn't look same. It can be hard fork to make all assets to match in photorealistic fidelity.
Links
gamefromscratch.com/why-choose-unreal-engine-in-2023/
Why Choose Godot?
ua-cam.com/video/pATpV7MwZr8/v-deo.html
Why Choose Unity? -- Coming Soon
-----------------------------------------------------------------------------------------------------------
*Support* : www.patreon.com/gamefromscratch
*GameDev News* : gamefromscratch.com
*GameDev Tutorials* : devga.me
*Discord* : discord.com/invite/R7tUVbD
*Twitter* : twitter.com/gamefromscratch
-----------------------------------------------------------------------------------------------------------
Videos Footage From The Following Videos:
-----------------------------------------------------------------------------------------------------------
Unreal Engine 2023 GDC Sizzle Reel - ua-cam.com/video/3Rq2mMZCqPo/v-deo.html
State of Unreal GDC 2023 - ua-cam.com/video/gcElD8KvDLs/v-deo.html
The Matrix Awakens - An Unreal Engine Experience - ua-cam.com/video/WU0gvPcc3jQ/v-deo.html
C++ For Blueprinters - ua-cam.com/video/6485d5Zoc_k/v-deo.html
Unreal Engine 5.1 Feature Showcase - ua-cam.com/video/TBtTIaq_4AE/v-deo.html
I would emphasize that Unreal is unparalleled for large teams. I make games with Unity and I'm fairly comfortable (and increasingly dissatisfied) with it but if I had a team of 50 people, I would switch to Unreal.
That's totally true. We had 2 teams working on 2 games in studio I worked before. One team was 5 devs on unity games nad my team were 25 devs working on UE4 game.
My team, despite having much people, had much less problems with people going in their ways.
Since 4.26 unreal can save each object on level as separate file so many people can edit the same level as long they don't edit same objects.
If I rename/move some assets that are in use by other dev on different branch, it will work as unreal will add hidden redirector file that says "That asset is now there".
Unity team had problems with breaking references to things cuz someone cleaned up project and moved assets around while another dev on another branch created prefabs that used them.
@@Dzarafata That meets my expectations. I don't feel like you can have more than a few people on the same Unity project before you start clobbering each others work. Nested prefabs were a huge improvement but they don't really solve the problem.
@@Dzarafata I feel like your experience with redirectors is the opposite of what I would consider good. You are providing a use case where the bad handling of files in unreal somehow ends up being positive in your team. Don't you stop to think why redirectors even exist? Why moving a file or renaming it creates another file? Why can't the engine just somehow deal with it? And maybe more importantly why this doesn't happen in Unity? And the funny thing is that the other point that you bring is also a problem in disguise. Why there's this new feature where each object on the level is saved as a separate file? Why doesn't Unity need this? And why can people working in Unity edit the same file but not in Unreal? The fact that you give these examples as positives without mentioning the technical reasons behind leads me to believe that the reason those 5 devs using Unity had so many issues against 25 using Unreal is not because of the engine but the people themselves.
Both engines have pros and cons, but I find it particularly interesting when people bring negatives as positives.
But what if you're an indie dev?
@@kebrus I don't agree that Dzarafata qualified the redirect feature as good or bad. As an anecdote, it exemplifies a team making progress on a project using a tool that supported their workflow.
As a solo Unity dev I find Unreal a bit too daunting but I have to admit its a fantastic Engine.
I hate having to recompile unreal engine when using c++
True, Unreal is great but it takes time to learn
@@FormalSnake I agree. While I think unreal engine c++ is similar to unity c#, its integration with vs code is poor. Getting intellisense to work and compilation to work is really messy. The engine is too bloated. If they can fix their C++ VScode issue, I think c++ is not too hard to learn.
@@leeoiou7295 Indeed.
if you use blueprints which are so underrated! i promise it's much easier than unity bro. i was really surprised
I'd also add that Unreal Engine sits on a fairly solid company and development team. Unreal Engine licensing is Epic's focus and primary business, so it's in their interest to maintain and upgrade their engine.
Likewise, Epic's product success complements its engine rather than hinders it. For example, working on Fortnite means working on the Unreal Engine. With Unity, the company's side projects often feel like they draw attention and developers away from their engine. In short, this gives the impression that the Unity team doesn't always seem fully committed to their engine and occasionally feels like the company is a bit aimless.
If you're going to tie your multi-year project to an engine, it helps to know that the engine is in competent hands, longterm.
I really dont know why unity are scared to make a game. Like jeez! even if it is a mobile game.
A point about the $1,000,000 revenue limit... that is per project... not over all studio. So for a lot of indies... you will NEVER pay them a dime unless you make an absolute banger.
10:05 Both Unity and Unreal cover the base needs for developers, but Unreal is leaps ahead in tooling and features.
I use both and Unity feels like it depends on the Asset store more than Unreal, which I believe comes to the decades of dogfooding Epic Games have done.
Secondly, Unreal's gameplay framework is pretty solid and has been updated over the years so more game genres are possible. Thanks to that a lot of assets plugin directly into the framework and have similar naming scheme and organization to Epic's content, which is great for integrating to your projects.
Of course for all the flack, I wish the Unity Engine engineers and developers all the best.
Software has come and gone over the years, so will Unreal and Unity some day. No need to cling to them
I was going to say the same, Unity has almost nothing out of the box idk what Mike is saying here
I am in the process of moving my Unity multiplayer game over to Unreal, mainly because of the built-in multiplayer. Also Unreal has many of the built-in systems for most games. I will say the editor is a bit harder for me to grasp, and C++ is a bit harder than C# but I am trucking along. I will still be making games in unity, I have a ton of assets and for most of my single player games I will continue to use Unity for now. For people looking to get into Unreal its a good time, there are way more tutorials now, and you can find some good Udemy classes and the marketplace is getting really good.
My struggle has been I don't want to write C++ and I don't want to make blueprint spaghetti. It feels like a rock and a hard place.
@@Armadous C++ is not hard, believe me, I have gone to tutorial hell much much worse than C++. You should find a good source on c++ and just start building shit, I have only been using c++ for two months, yet I already built a rest api, with a database, including many libraries in my project. And I'm planning on using this knowledge for game dev later.
@@Armadous C++ is a bit scary at first, but if you already program in C# it's not that bad. I'm still learning it, and it will take a while but it's not as bad as I thought. I didn't think I would like blueprints either, but so far they have been fun, granted I'm not making some crazy large game. I will say so far the UI tools are the hardest for me to grasp and being used to prefabs it's really tough to grasp that concept in Unreal. I guess it really depends on your skills and the game you're making. If you're a solo dev and are making a single-player or minimalist multiplayer game Unity will do just fine. Oh, and one more perk about learning C++, it's used in most other engines, and is kind of an industry standard so you could expand your options that way too.
@@lazyh0rse C++ is verbose and error-prone which wastes time. And the docs for Unreal are bad from what I read.
@@abc33155 it's more verbose, but the verbosity actually make more sense when you use it a lot. It gives you more control, thus more performance, 2-5x while being efficient in power consumption. It's not a lot of work, it just needs a bit more getting used to.
For me, using unreal as a solo indie is like getting on the titanic to navigate a bathtub.
Love this format. Please keep it in and do this for more engines than "just" the big 3 :) .
6:56 the best visual programing aproach is the "spreadsheet" aproach imho. (construct, gdevelop, clickteam fusion)
UE is the 3D engine for me. I'm a former Godot 3D user... big mistake, took way too long to learn my lesson, and then way longer in the sunken cost fallacy trying to justify all the time I wasted in Godot because I listened to the constant stream of constant broken promises, lol. UE is a strong engine, easy to use, even for indies and solos. As an indie, it won't hold you down or hold you back. You probably won't run into its walls, because UE's walls are much much higher than your typical solo indie.
I spent 1 month on Godot, If you are a C# nerd, stay away from Godot, if you wanna make money for living, stay away from Godot! If you just wanna play around and have some fun, Godot maybe. Godot has a few interesting stuff, like timer, easy tween, etc. but not enough for production. And if you ever feel like Unity or UE5 sucks, try Godot, then you're gonna realize how great they are.🤪
What are those broken promises?
@@gruntaxeman3740 4.x is full of them. Renderer is busted-- PBR is broken, shadows need a 16K shadow map just to look like a 512 map in any other engine, shadows/lighting is full of artifacts and inconsistent, SDFGI is especially full of artifacts; Juan wrote the Vulkan renderer as if it was OpenGL... and ported ALL of Godots rendering problems with it. On top of that, years ago... Victor Blanco wrote a fork of Godot that showed massive speed improvements. Juan said 4.0 would be just as fast if not faster... which we now know isn't even close to true. Godot is the engine that's all about getting funding, unfulfilling promises, and kicking the can down the road. I used Godot for years, one of the few people on a team that tried to use Godot for a larger, high fidelity games... it was just a lack luster and incapable engine. It's just a mess for anything that isn't small, stylized games... or 2D games. Stay away from its 3D like its a plague, because it is-- and you won't know it until you've actually hit the walls... and the engine is so broken under the hood, making those walls higher is neigh impossible. It's just as well to change engines, like we did.
@@lillybyte
"4.x is full of them"
Please link where is promised, what and what time schedule.
Godot 4.x is just released. It means that there should be no major breaks in code that is develop for Godot 4 but it is still work in progress, and features are still added and optimized. It can be used to developer larger projects that takes years to develop and features should be polished in coming years when game is taking shape.
For short projects that takes month or so to develop, it is Godot 3 series what to use.
"Renderer is busted-- PBR is broken"
How? I've created and imported metallic workflow PBR assets and they work as expected.
"shadows need a 16K shadow map just to look like a 512 map in any other engine"
Mm.. no. In Godot 3 shadow map implementation seems to be very basic but it works as shadow map should work. However the way it is implemented seems to be inefficient when using direction light. Documentation had mention that calculating shadow map for direction light is more demanding. It should be obvious that developer can optimize shadow map using spotlight.
In Godot 4 shadow map implementation is better and it can be possible to backport it or migitate Godot 3 implementation by inspecting how it works on Godot 4 and adjust Godot 3 version using piece of script. Not sure about that what is best way but there are no real showstopper.
" Juan wrote the Vulkan renderer as if it was OpenGL... and ported ALL of Godots rendering problems with it."
Uh.. of course? Godot 3 version was working. Simplest way to make next version is to port it to Vulkan, optimization can be done later. This is very normal in software development, even very high profile and high budget software. Example in Windows, basic GDI graphic routines were still unoptimized in Windows 98 and had been mostly unoptimized all time. It was Windows 2000 when Microsoft optimized those.
" I used Godot for years, one of the few people on a team that tried to use Godot for a larger, high fidelity games... it was just a lack luster and incapable engine."
First Godot version that was capable for starting development of larger, high fidelity games was Godot 3. When expecting game development takes time about three years, earliest date to get something larger finished Godot was somewhere 2021.
This is same on every engine. Unreal engine 5 was made based on Unreal engine 4, development of features started on 2018 and it was somewhere 2022 when it was released to developers to make games, and they add missing features after that.
In fact this very common in everywhere software development. All APIs and frameworks has their own lifecycle, developers should know roadmap and development is often started when platform is unfinished because it technology is not maintained forever. Most important thing what developer want is to get benefit from maintenance that is done someone else or shared together with others.
I'm not using Godot 4 as I only do something small so it is too early for my needs. I've have very smooth developing experience in Godot 3.5 and it definitely NOT feel anyway broken.
"It's just as well to change engines, like we did."
Changing engine is dumb. It is best to postpone engine selection as long as possible and then choose what is suitable for project and schedules to avoid unnecessary migrations.
I'm agnostic about tools. I can develop whatever engine I like. I see that Godot can be excellent choice to some projects and some other it is Unreal engine, or Unity. I see Godot mostly fitting on those segments that were used to be before Unity's strong points, having general purpose, lightweight accessible engine. Unity's ecosystem or some features can make Godot wrong choice.
Need to clarify what I mean that Godot 3 was first to write high fidelity game...
Well, development need to based on available resources and what features need to implement as Godot is more minimalist engine than example of Unreal. Back in 2018 there would likely almost no ecosystem so it would require lot of development resources. The more the ecosystem expanded, the better Godot fit for projects.
Technically DMC Devil May Cry made by Ninja Theory was made with Unreal, but besides that game, and as a Capcom franchise, it uses in-house engines like MT Framework or RE engine. :)
Great video - have to agree. No hate to the other softwares, but Unreal continues to impress me a lot. Thanks for the video Sir!
i think blueprints are the biggest + for unreal not because its better than programming, its just theres some stuff thats annoying to do in code and its easier to do in blueprints and quikly see how it looks like
Other than that you're fighting the engine the whole time with a 2D game, I adore Unreal Engine, and for all the reasons listed. I am so ridiculously excited for 5.2 and the new procedural generation tools that no longer require Houdini (if I understood the presentation right) that it's worth that one tradeoff. Heck, I've been hearing about people making gorgeous game maps in Fortnite. This is NOT something I ever dreamed I would be saying if I'm being honest, but we live in interesting times :D
much appreciated!
Onboard with everything you said, except that Unreal does not support Web anymore. At least not out of the box since version 4.2(something). So Unity is ahead on that one. ;)
Yeah, exactly. I'm very interested on creating some experiences in web browsers but I realized that there is no easy to do this. Some articles mention pixel streaming but looks like web browsers won't be able to run UE projects anymore 🥲
not the engine itself but due to how the licensing works that made me choose it along with the amount of community support and resources available it really helps for a newbie like me to find what I want
Great video as always!
There's something that is very important to know: Unity, the company, has a huuuge co-development army of engineers, meaning that you can actually hire Unity engineers directly from Unity to help develop your own games. A *lot* of studios do so. So, it's kind of unfair to say that Unity doesn't dogfood their own engine. They do. The only difference when compared to Epic is that Epic dogfoods their products by working on internal projects whereas Unity does so by working on external projects, with external partners/studios. Both companies are financially dependent on those projects, though, and I know for a fact that Unity has an internal communication pipeline where co-development engineers often raise issues and request features to the engine team. It's just not as visible and high-profile as Fortnite. Just thought this needed to be said, for the sake of fairness.
Epic does help external studios a lot, as well as external studios tech is adopted by Epic. For example The Coalition, that makes the Gears of War franchise, have contributed and collaborated with Epic on improving the engine many times over the years.
A lot of these cases are custom licenses, from larger studios. So probably any AAA studio that uses UE, has received support from Epic.
Î can definitely choose Unreal engine because:
-Licensing model: engine + assets
-Export to multiple platforms including consoles
-Blueprints: It is not the avoid of coding, it is easier to migrate assets newer version of engine when they use blueprints instead of some C++.
-Someone else take care maintenance of engine
I believe that Unreal engine and Godot are taking markets from Unity.
You can't see the source for the renderer unless you have a special license.
At the end you mention that Unity and UE are at parity but having extensively worked in both, this is very much not true. The tooling of UE is leaps ahead. The asset dependency graph, the profiler, the collision debugging and a million other things are infinitely better in UE.
Which renderer code are you talking about? (a) The rendering code you can see when you install the source code, or (b) the rendering code you can see when you link your Epic account to your Github account? Neither requires a special license.
@@lillybyte maybe he's referring to Unity.
@@lillybyte I'd be surprised if it changed but I'll have to check. I'm talking about the code/shaders where the advanced rendering features like foliage and lumen live.
As a developer (not in gaming) I like to try stuff like game engines. I have a cople of hours in unity, godot, and ue. UE4 was the least fun, and quit quite early. I created some UPROPERTY and whenever I opened the project it kept disappearing, needed to rebuild, then the value set was lost. Then I just uninstalled it, I can spend my time better. Also I have a decent PC and it was just painful. Anyone likes waiting for compiling 6000 shaders for 30 minutes?
Despite this I know it is a very capable engine and wonderful games and other products are crated in it. It's just not for me at this point of my life.
That's what I'm saying. Unreal is not hard. It just has a poor user experience. The c++ in unreal as well as the other tools in unreal are quite easy to learn. The engine is simply bloated and clunky. IT crashes often too. It requires patience. Unity hides a lot of all the extra stuffs in its package manager. This is the reason unity will always be more widely used than unreal, even though unreal is a more feature packed engine.
Tryed both UE and Unity for years now, UE for me all the way!!!
Why they dont have c# or lua ?
UE is nice to use if you have a beefy setup to make a game.
Unreal is really cool, I tell my students to learn both unity and unreal. I like unity because its workflow is extremely flexible compared to unreal and it runs on lower end hardware. But yes, if you are going for high end graphics, unreal gives you that our of the box. You can get pretty much the same thing with unityHDRP but it is quite buggy for now.
You absolutely cannot get the same results from UnityHDRP. Nanite and Lumen are the obvious headline features that Unity has no equivalent of, but there are so many other rendering features that Unity either lacks, or has a lower quality version of.
@@daveface69 Unity is behind unreal in many areas especially rendering. In terms of AR/VR non-gaming apps, architectural workflow and flexibility, Unity is superior to unreal.
@L DEV Lol. I don't even consider godot a professional engine yet. Maybe in another 4 years time.
And using Godot it runs lower end hardware, it is capable of doing highend graphics(*) and Godot 3 is not buggy, not sure about how buggy Godot 4 is because it is so new but is enough good to start project that is aimed to newer APIs. It is constantly improved.
(*) And that highend graphics, everyone should know that engine isn't much limiting graphics quality in any modern engine. It is dependent on artists and workflow. Older engines like IdTech 3 had limitations that are visible in games.
@@leeoiou7295
Why Godot is used AAA game development if it is not professional engine?
On the source availble, you can do whatever you want with the code, but if you take even one line of code whatever you do with it must be the same lisence. I am unsure if it can be distributed though
I think these are great, but either you need material for follow up videos(which is fine) but I would like to see it all wrapped up in one video like "why use the unreal engine and why not?" because there are reason not to use it and it may confuse people who pick it up and later learn it's not a 2D powerhouse when it comes to features. But, liked...
If you are a unity developer and thinking of switching to unreal, remember this - Using Visual Studio with Unreal is a bit daunting, if you wanna work with blueprints than learn unreal if not than i think you should stick with unity for now.
One thing about Godot that I think might be the reason why there aren't many studios adopting it for their next AAA games despite its power, is that how easy it is to decompile their .pck and prick open everything from the assets to your scripts (down to comments, yep they dont strip it). I've been hearing horror story about it in Reddit about someone's game jam project ended up in App store by someone else. Sure there is a way to encrypt it with key, but due to its open source nature, the tool to decrypt it is also available. So if a commercial company wants to protect their IP they have to invest in building their protection mechanism on top of Godot source, and with that out of the way.... Might as well just use Unreal lol.
You godot fan boys should spend more time making games and less time evangelising the engine. I am yet to see a proper game made in godot.
@@leeoiou7295How is gunting evangelising Godot?
I'm here not fanboying anything. Just pointing out how trivial it is to prick open Godot package since all the steps is all there. Which might not sit well with some industries who don't want it.
as someone who uses a heavily modified version of godot 2.1.6 and dislikes all the newer versions as i feel like godot is going in the wrong direction. i'm not sure that's a reason why unless they are using the older version. but the newer versions of godot lets you encrypt gds on export and even the pck instead of just a binary export. however, you are correct since it's open source and there is the gds decomp repo too. it won't be that hard to get your hands on the source. but it will still take a good amount of effort.
you kind of answered the question yourself too. the dev could fork it and write their own protection/algorithm system. i do believe the newer encryption features are more than merrier though.
it's not really about that, it's just godot 4 is finally starting to render 3d really good now, when wave racer looked better than any of its previous versions. and then there's the "waiting for godot 5, 6, 7" bs as well. there's also a huge influx of bugs and just issues everywhere. the engine is constantly evolving and changing to meet the needs of the "supporters" who "fund the project" cough cough. and it's also becoming bloated af. it's also a function of time, it's going to get worse. game devs spend more time reporting issues on github instead of developing their own game too. i could probably write a book about all the buffoonery i've seen for the past 8 years. there's a ton of reasons, but the lack of encryption isn't it
@@Digitalgems9000 That community fault, they always want feature, even then compared to unity or unreal the file size is nothing. If you only need 2d you can just build it from it with the feature profile, and bugs, it happens with every engine, i remember having ton of bugs with unity and unreal rendering was broken at some point and too laggy.
My advice is to at least learn your way around all 3. Only you can tell you which one you like using.
It is also 1 million dollar per project. So you do not have to pay a royalty if you have 2 products that make 1 million dollars each.
This is a fantastic format, loved it hope you do more. A question one of my students asked the other day. They seem to think that you are required to use the Epic Games store for games made in Unreal. Does anyone know if that's true? Thanks for another awesome one, Mike!
You are not required to only sell on Epic Games store. You just don't need to pay the Unreal engine royalties when selling in the Epic games store, but you can at the same time sell in any other storefront. By default, there is no exclusivity agreement on where you can sell your game.
@@CyberWolf755 THANK YOU!!
You for got to mention Mass the entity system for large crowds
what is the project named with the vehicle? I assume it makes use of chaos vehicle physics?
It was for Riviana. They used it in GDC but they haven't released it to us, AFAIK, but 5.2 released today so it is possible we will get it
@@DavidMaclin351 thanks for the info, that suspension looks sexy af
I'm looking forward to why would one use Unity engine, why? ;) I'm both Unity and Unreal dev, for now the first is my day job. Of course there are a lot of reasons to use both but I like Mike's takes. I would risk to say that Unity is less buggy... ;)
Let me give my opinion from experience using both Unity and Unreal.
Unity Engine is a feature that supports the engine itself, and at some point, it runs into limitations in creating high-quality games.
Therefore, R&D is performed to implement the function directly or related functions are found in the asset store.
However, since the Unreal Engine already supports a considerable level of advanced functions in the engine itself, it is not necessary to look for related functions from the outside, and the engine's functions can be easily implemented by modifying them with a little R&D.
Therefore, beginners who are new to the Unreal Engine have a lot to study about the Unreal Engine and are required to understand the function of the engine at a higher level. That's why beginners find it difficult to learn Unreal compared to Unity.
It is also the reason why beginners like Unity, which is easy to learn.
i want to start using Unreal Engine 5, but dont know if my laptop can run it. Can someone tell me if my laptop specs can run UE5? My specs are:
OS: Windows 11 Home
CPU: AMD Ryzen 7 6800H (20MB total Cache, 8 Core, 16 Threads)
GPU: NVIDIA GeForce RTX 3060 6GB GDDR6
RAM: 16 GB DDR5 4800MHz RAM
Storage: 512 GB M.2 PCIe SSD
Yeah it will run it.
Bruv, I ran UE4 on a GTX 960m from 2015. You can run UE5 no problem. I have the same RTX 3060 GPU at my work laptop. If it gets choppy in the editor or you just want a smooth editing experience, just lower the graphics settings in the editor. Most of the time, you don't need the graphics turned up to max.
Lumen would be the most costly setting, so turn it off if you don't actually NEED it or lower it's settings. You don't need to use all the fancy UE5 features, the older UE4 ones are still there and look great.
Example of UE4 graphics is that Star Wars Jedi Survivor still runs on UE4.
it surely can it not an igpu.
the royalites from epic store are 12%.
for unreal 5% (after the 1 million threshold).
you said 7% probably because you substracted both numbers, since the person would pay just 7% mofe than using unreal...
may be missed the discount sharing revenues when using EGS ?
Nah it's in there somewhere, just didn't get it's own category. Think it might be under the Marketplace category, either that or under pricing.
Unreal is only a good fit for large AND deep funded AND experienced team WITH good project management (there is always the risk of messing up the game like the recent Jedi Survivor release - whose team is very experienced with the engine + past successful release on the title)
Why do you say that? What about unreal would make it more difficult for someone with a small amount of resources/experience compared to something like unity?
@@bmhyakiri every new unity project starts with blank state and you add on package / 3rd party asset as you need. For Unreal, every heavy package is there at the start. You can be overwhelming if you do not have experience. Unreal requires both knowledge of c++ and blueprint to make a game, while Unity only requires C#.
In short: Unity gives you the lightweight option, if you want your game to look beautiful you need to add more.
Unreal gives you all the best possible abilities that turns your demo beautiful at the start. But you need to work more to make it optimized (this is why the experienced team is required).
@@JumpCatStudio102 makes sense, thanks!
The next Subnautica game is being built in UE instead of Unity :>
What about indie devs with ambitious ideas?
This is the reason why I decided to move to 2d games. To avoid the temptation to switch from Unity to Unreal))
At the end of the day, it's horses for courses. So, Before the UE vs Unity, let me start with a controversial take most will disagree with today, May 12, 2023. But it may prove valid as time passes, as more job opportunities increasingly start popping up in that direction:
If you are new into 3d and gamification and want to enter the market for the coming 20 years, not just May 12, no matter if you use UE or Unity, keep an eye on web-based engines like Babylon JS and co (have you seen V6?). In no time, there will be more job opportunities there than in Unity and UE combined.
As for UE, if budget is not a factor, you can invest in developers at will, and you have a project that prioritizes the peak quality over resources draining, UE is the way yo go. No question.
If you are a starter, or work on small to middle projects, want your product to be accessible by most with less fuss and resources demands, you go for Unity.
At the end of the day, it is not about what is easier (each one makes the job easier in its own way. UE structure Vs Unity tons of assets and affordable development). It is all about the end product, the targeted users, platforms and OS, and cost benefit matters.
I spaced out on the licensing -- is it after $1 mil per game, or all of your games combined?
Hmmmm.... to be honest I'm not sure. I would assume it's net company revenue earned using Unreal, not per product, but I'm guessing. It's an interesting question, but I doubt many people are going to make multiple 1M+ earning games per year.
It's per-game, AFAIK. So, let's say you have two games made with UE. If Game A is making above $1M and Game B is making below $1M, you "only" have to pay 5% of the gross lifetime revenue (after the first $1M) of Game A. I believe, though, that you also need to include other sources of revenue that are related to that game in the equation. For example, if direct game sales make less than $1M but the added revenue of DLC, in-game advertisements, or even crowdfunding campaigns, takes you above $1M, you still owe Epic the 5%.
@@plotlessplot Thank you -- and I did not think of indirect revenue like DLC and ads.
3:00 . . . insert "press x to doubt" meme here
I'm a big fan of the Unreal Engine, but when it comes to VR development, Unreal isn't as accommodating as Unity.
If unreal (and unity these days) weren't so taxing on laptops I'd be more likely to use them.
Well, there is also the "It's one of the biggest engines out there, so if you want to find work in gamedev, knowing it is a boon"
Important things need to be said three times -- just a tool, just a tool, just a tool.
Ask yourself what is the original intention of making games? Never spend too much energy choosing and choosing in today's game engine flood, many teams, No matter how big or small, the game has already been sentenced to death in the technical selection stage.
I totally agree!
In fact when developing game, please postpone engine selection as long as possible!
Most of the work happens in modelling software, gathering all required assets and planning how it should work. During that time there may be new version of every engine, plans and requirements may change so migrating newer or other engine is just waste of time.
There are examples of game projects that are failed because developers have changed their engine two or three times during development without any revenue.
On pricing, Unreal is amazing if you don't make it big. If you *do* make it big, though, you'll be cursing yourself for signing a 5% gross lifetime revenue royalty agreement that you can't back out of. Paying 5% of ALL the money you make (after $1M) - before taxes! - for ONE tool in your stack is insane.
that's a fair point that everyone seems to be missing
There is an option to buy a special license for fixed amount available. So if anyone sure there game will make a biggest hit. Then just buy that license (cd project red did this for their upcoming games)
@@MalayalamTechMaster Not sure how realistic that is for solo devs or small indie teams. They don't have the same negotiating power as CDPR. But if that is true and available for all - and if the price is competitive with Unity Pro - then that is good news!
The only thing i want is an unreal engine lite with the basics covered that works well for lower end pc without having to crank values in medium and suffering the trash shadow quality at that setting, they complain a lot about godot shadows but nobody does to unraal graphics for low end pc, hypocrites.
Me personally?? The help I got ue5 folk, I got more patience.
Yeah, so far, this game engine is really nice.
I think C++ and Verse should have been mentioned.
Verse isn't available outside of Fortnite for Creators yet. I think I mentioned C++ but I didn't make it a category
He said at the start of the video he's going to focus on the engine's strengths, not weaknesses. Therefore C++ wasn't mentioned much :D
@@LudvikKoutnyArt C++ is a huge strength for Unreal; It doesn't matter how people feel about the language, it's the industry standard for game development and being relatively illiterate in C++ means the vast majority of libraries, engines, code examples, and literature on game development (especially game engine development) will be mostly opaque, black boxes. Also, performance matters for game development so having a proper systems language is vital to being able to fine-tune performance. So if learning Unreal requires that you learn and become adept at C++, great. You finally know the language that all major, popular game engines are written in.
@@xfva_166 It's a weakness that it's the only programming language available, other than blueprints. I agree that understanding C++ can be very useful when learning about game dev, and it allows you to get closer to the metal than other languages when you need it for performance. The thing is, even when I know C++, I'd prefer to avoid it when possible in Unreal; I'd prefer to avoid stuff like the long build times, and how easy it is to leak memory. I'd especially like to avoid Unreal's half-documented, templaty flavor of C++.
The other two engines in this series also allow you to use C++ when you really need it. Plus they have other options for when you need to make every nanosecond count. Unity has Burst with HPC#, and Godot has a wonderful extension system that allows you to use something one may prefer to C++, like Rust. Also, many parts of the code aren't that performance sensitive, and those parts benefit more from friendlier languages.
Instead of C++ being something nice and useful when you need it, in Unreal it becomes a bit of a cage. I'm excited about the future possibilities of Verse in Unreal, though.
I'm enjoying Unigine !
If the Sim version was affordable, it would be able to make UE a run for its money when it comes to large scale world projects.
Unigine is so underrated. The guys behind that engine are pure wizards
UE5.2 is out. Even more reason to try and switch to UE
People don't necessarily have to switch, but everyone should at least learn their way around all 3.
Yep, video is up now. Busy UE day here on GFS...
ua-cam.com/video/bzm45PcgUJ8/v-deo.html
I'm here because Unity recently screwed the pooch, heh.
If its source available, I really don't see why unity still have no nanite, lumen nor metahumans...
Actually... Unity has a Lumen like realtime GI solution coming in the next tech stream and Ziva is basically their equivalent to MetaHuman
But to straight up answer your question, you'd have to read the license for UE source access. It almost certainly has limitations for exactly this task. That's a big reason why it is source available instead of open source.
@@gamefromscratch Nice with some upcoming solutions, but as far as I can tell Ziva is more of a: Swizz army knife for hollywood where metahumans have a way more narrow focus for game dev. Also where metahumans is free, Ziva is not.
"Unreal and Unity feature wise close to parity" uhm lol
Once Unreal gets it's ECS equivalent up and running (I believe it's currently in development?) It will be the king of game engines. As someone who enjoys making games with stupid amounts of entities it's the one thing that is really holding me back from Unreal. That, and the Unity Asset Store is just awesome by comparison. Unreal have a lot of catching up to do there.
I would make the argument that Unity's Asset Store is as big as it is because it's trying to make up for the myriad of shortcomings in Unity itself. Combine this with the "shovelware" aspect of a lot of the assets in there, and I'd say Unreal and Unity are more in parity than not.
@@ZebulonsPi Not sure I agree with you there. I feel that Unity's editor is far more customisable allowing for far greater flexibility for content creation. There are a huge amount of assets that make use of custom editor interfaces which allow for a tonne of functionality which I have not seen much of in the Unreal engine.
The Asset Store also seems to be far more affordable. Even when comparing like for like from the same content creator the Marketplace can be 50% more expensive which is a huge turn-off.
Unity, as of the last 12 months (give or take), have also been going crazy with sales. I know Unreal do much the same thing but Unity has been absolutely killing it by comparison in my opinion.
@@odo432 Yeah, I can see that. It’s certainly possible that I just haven’t seen all the customizable aspects (or lack thereof) in each engine, so I’ll go with your view on that. A lot of what I’ve experienced from the Unity side is either a lot of things that you’d think should be a part of the engine sold separately by a third party, or just things that look really amateur. It’s certainly possible I’m missing the good stuff!
I haven’t bought anything from the Unreal Store, just collecting the free assets, so price wise I don’t have any input. I WILL say that if you like Synty Studios stuff, but it from their website!! They give you BOTH versions, Unreal and Unity, whereas if you buy it from an engine’s store, you only get the one. That’s burned me on a couple of things!
because its the best game engine?
UE all day long!
It's the only real choice.
advanced tutorials
I'm early 😉
Noice
First argument: it's not Unity
Need ridiculous money to upgrade fir using unreal 5 , give up
IMO the short answer is
Pick Unity for *2D and mobile*
Pick Unreal for *3D*
I would pick Godot for 2D and most likely mobile and web.
Unreal is excellent for 3D where you need console exports too.
More like pick Unreal for 3D where you have the funds + experienced devs.
why use cryengine this would be hard one video to make 😂
i cry then i use cry thats my religion
please be more professional, do not misinform, gigaya was not cancelled because "it was hard"
The Real Question is why not unreal engine?
2D project
2D, Web, C# preferred, overkill, possibly a bad economic choice, bad fit for certain game genres with it's FPS/TPS first design pattern, etc.
There are a plethora of reasons why... and why not.
Unreal looks awesome but it is not so good for programmers IMO... documentation is not so good.
Nooooooo!!! He is lying!!! Go use Unity! Stay away from my Unreal Engine!!!
Why do you say that??
please slow down, that's the first thing, the second thing, do not use UE5, at least do not recommend it to your audience, because your audience is not triple A game devs. There is literally nothing to gain from it if you are an indie dev, unless there is an army of AAA asset creators who can back you up on your project journey for free. And no, games that gain traction are not made with the assets from the the asset store.
Those photoreal asses are kind of tool to reduce some costs and most valuable are some generic Quixel assets and Metahuman.
Of course game specific assets need to be created and many more to avoid that all games didn't look same. It can be hard fork to make all assets to match in photorealistic fidelity.
why wouldnt you use ue5? i can't think of a proper reason
Yeah it's great when you have a million dollar budget and a AAA team. Otherwise just stick to Unity.