Dagor Engine vs Unreal Engine
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- Опубліковано 23 гру 2024
- Today we are going to compare two different game engines.... the massive Dagor Engine and the relatively obscure Unreal Engine 5. I kid of course, there is a good chance you may not have heard of the Dagor Engine, but it's the successful engine behind the game War Thunder (open sourced in 2023 - learn more: • War Thunder Game Engin... ).
The Dagor Engine makers, Gaijin Interactive, have just released a new 3D sample of their engine but went one step further and implemented mostly the same thing in Unreal Engine 5. This gives you the direct ability to compare the performance and rendering capabilities of Dagor vs Unreal Engine.
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The example map just being a Dust 2 Remake is fucking hilarious
Dust 2 is a classic map, and I would suspect that it is a good test map for Shooters.
IIRC even UrbanTerror ships with a version of it.
I was so surprised xD
Yeah lol it felt so weird to see
@@GegoXaren Haven't expected to witness UrT being posted as game to make example of, but it sprinkles lot of joy on me nontheless.
@@CRAAACH
Give me Tech Glasses and an SR8 and I'll get a few kills in in a match...
"Classified documents leak simulator" Lol
Where are you going after you die?
What happens next? Have you ever thought about that?
Repent today and give your life to Jesus Christ to obtain eternal salvation. Tomorrow may be too late my brethen😢.
Hebrews 9:27 says "And as it is appointed unto man once to die, but after that the judgement
@@JesusPlsSaveMe no
@@JesusPlsSaveMe Jesus is gau
@@JesusPlsSaveMeas a fellow Christian, I don't know how effective it is to randomly comment that topic. But keep going, just don't expect a positive response
OHHH lol
Having a free engine that could rival UE is a good thing. I absolutely love Unreal Engine, but i perfectly understand that if there will be no other engines left the situation will quickly get worse. So having things like Dagor or Unigine is quite beneficial, even if you don't use them.
True but when it comes to Tools Unreal has such a huge leap, loosing all those fancy animation tools and motion/distance matching stuff that comes with UE is just too big of a deal.
two russians against one big american
cryengine has been there for a long time
@@maingrought6906 CryEngine pales in comparison due to the sheer lack of documentation
@@maingrought6906 the problem with cry engine is that it lacks documentations nand other tutorials stuffs and 5.7 is there last updates, they will come with Cry Engine 6 when Crysis 4 Comeout in public : )
Why did my cooked ass brain understand that this is dust 2 in literally 0.2 femtoseconds smh 3:49
I have like 20h in CS:Go, last time I played it was maybe 5 years ago. Took me 0,1 second to see it was Dust 2 on the CT bomb site entrance. Anyone who actually plays game should realize what it was.
fentoseconds 👽
That's a very recognizable spot. I also knew it right away.
femboyseconds
A true FOSS engine that is on-par if not better than Unreal (technically) is a great gift to the gaming community
8:04 what they're saying is that they are matching UE performance and visuals, and running in native res, without using any upsampling, whereas UE is using it. In other words, they are saying that their engine is outperforming UE in this demo.
I like you, u little rascal.
4:18 I don't think that's lightbleed. There is a tiny gap in between the models that make up the wall. Where they don't touch you can see the outside of the level. Lightbleed would be bright parts where there should be none due to inaccurate light-calculations - for example sunlight shining through a solid wall even though there are no defects in the geometry. In case of lightbleed the engine would be to blame, but this is the fault of the leveldesigner.
ACCCHHCHHHHUUALLLYYYYY
It might also just be the kind of pure white seams that sometimes appear in games as a result of rounding errors. I've had it happen to me when making custom maps in Source (I think it was happening at the automated boundaries of visleaves-a thing Source does for optimization), and when running certain versions of Minecraft on certain hardware.
He is nitpicking, he always does it to the engines he doesn't like. And he makes ten-minute videos about small features of favourite engine (Godot), licking the boots of developers.
The map is based on CS : Dust 2. You did not take the same route and appeared to be lost..... On the most played loved/hated map in the history of shooters.
? Some people don't play shooters. :0
see i knew i felt insane watching that bc it felt so much like dust 2 lmaoo
I have never played counterstrike, and I still recognised it. Just because that map is so popular.
that's not how you spell ctf_2fort
Ha! In the middle of the video something told me that I recognize the layout. So my faint memory correctly hinted me the name "the dust" :)
There is information that the Dagor developers will create a user-friendly editor based on their framework.
i hope they name it DagorUth
@@D0NU75 It should be DagorFall
@@D0NU75Whats the joke behind uth
@@D0NU75 There is an editor called DaEditorX. Maybe it could be called WorldDaForge
Cool, I wonder if it can be used for an RTS since they typically make war games on the engine.
Pronunciation Police! 'Day-Gore' and 'Guy-Gin'. All right, move along. I really hope the community picks this up and starts adding to it like they did when the Quake Engine went open source!
I had no idea Gaijin went open source with their software. That explains why War Thunder got a nice graphics tech update, they wanted to show off what their tech can do, so they could "compete" with UE. Awesome stuff
Ahh yeah, an original map, not a carbon copy of Dust 2. Pretty original.
I was thinking the same thing lmfao
In the blog post they said "we asked [...] to create a FPS map inspired by the iconic maps in the past.", though would have been nice if they said it was Dust 2 by David Johnston. Credit where credit is due.
legally distinct Dust 2
I would love to see the dagor engine succeed as an open source project. Godot is currently lacking in several manners and the cause appears to be developers not aiming for the features big games need. (Yeah, not talking about politics)
Neither you nor 99.9% of the people in this comments section are making big games. Or at least none that are ever going to see the light of day.
I am shocked to see Godot still missing fundamental things like stencil buffers or SIMD but maybe...eventually...in 5 years....
@@Gladstone-hk9xw I wanted to try. Specifically making a game that used chunked terrain which was partly procedural. But Godot posed a bunch of challenges I didn't have the time to solve.
Like even saving is flawed and a potential security vulnerability
Anyway unreal engine's monopoly is still not good.
@@gabrielesilinic There's nothing in Godot that's stopping you from making a procedurally-generated chunk-based terrain, I made one myself (although in C# not GD script). Also, what do mean 'saving is flawed'? If you're saving your data as a config file or a resource, well don't because that's not what they're intended for.
Its just a tool dude
The map's layout is literally Dust 2 from counter strike
It is rare to see open-source game engine with ECS support, looking forward to it
Just to correct some minor mistakes:
1. Gajin is only registered in Hungary, they are still mainly operate from russia.
2. Il-2 Shturmovik: Birds of Prey - is sort of a sequal to the notorious Il-2 original made by different studio and in different engine.
2 - As always, there a huge difference in PC and Console versions of game. PC one is made by gaijin on they own tech, while for consoles are a whole different game. I think that the same as Splinter Cell: Pandora Tomorrow, PC/Consoles are absolutely different games.
And yeah, there just "Birds of Steel" different game alone too. Made by gaijin. Try to find videos of that game and find literally at least one change from first versions of air War Thunder 🤣
me at the start of the level: well, it's look like a counter strike map!
Also me 30 seconds later: THATS IT! ITS A COUNTER STRIKE MAP!!!!
Dust2 ftw
Look, the classified documents thing only happened like 10 or 12 times.
Still more than other games. That's very exceptional for just a game. Like could you imagine that War Thunder forums could be used as bait by intelligence services? I can, and it kind of scares and amazes me at the same time.
@@Capewearer it's a joke. Typically people say "look, it only happened once or twice". Not 10 or 12.
Please tell me I'm not crazy and the map is De Dust 2? Those guys like to joke xD
It is. Looks like a Dust 2 20 years after the world's end version. Looks really cool.
Anyone knows if has any visual scripting or community with tutorials ?
That's a very good question, because I prefer visual scripting more.
I was also disapointed that in video was not shown how the menus of the dagor engine look like.
No. Why don't you guys just look things up? Lmao
Quick google learned me a lot about the engine.
There is no UI/user friendly GUI editor, you must build the code from source off of git & everything is done in the old school way, via an IDE.
No importing or exporting, simply drag and drop into directories you create, etc.
Quite the old school methods but its because they never actually intended to release it as an open source.
Gaijin Entertainment are from Russia, they had global presence before the war, but extended it significantly in 2022. Funny enough: Dagor was used as the foundation of the new Russian engine (Nau Engine) - the one that was founded by the government, so in case of complete lockdown local studios will have a tool to work with.
Quick update: Gaijin weren't informed about it and were surprised (since they open sourced the engine a month later than the work on Nau has initially started).
While their founders have Russian descent, modern Gaijin has distanced themselves far from Russia, despite having worker's offices in it. Even if you apply at the job on their site, they're offering relocation to foreign offices.
Belarus
@realskyquest Wargaming was originally from Belarus, not Gaijin Ent. (who are clearly from Moscow). Both left their homeland countries as much as possible after the war.
Don't mislead people. The government did not finance the Nau project. VK financed this project with its own money.
I am very interessted in playing around with modern id Tech Engine. I know old engines (e.g. Quake 3 Engine) are available but what about the most up to date engine version (Doom Eternal Engine)?
Lol man, it's propertary. You can't get access to it unless you have a biiiig pile of money. Or you can try to get a job at id or any studio that uses their engine. Those are the only options you have
Most modern thing that you can find easily is Doom 3 engine. And possible idTech5 forks?
@@stal1n63 Yeah, they used it for Indiana Jones ig
Even USA buys Weapon Blueprints from War Thunder Leak Simulator.
c'mon, it's Counter Strike's Dust map remake...
We are *Attacking The D Point* with this 🔥🔥🔥🗣🗣
Dagor Engine natively supports Linux, and Python integration allows for easy scripting of various functions within games. Here are the key details:
1. Native Linux Support
Dagor Engine is cross-platform and supports Linux, leveraging APIs like Vulkan for rendering. Additionally, tools for content creation, such as shader compilers and physics simulation systems, work on Linux without requiring emulation.
2. Python Scripting
While the primary scripting language for Dagor Engine is Quirrel, Python can be used for creating additional tools, prototypes, and integration with existing game modules. Python is especially suitable for custom tools and working with network functions and animations.
3. Documentation and Tools
The official documentation provides guides for getting started with the engine, including scripting and libraries for physics and rendering.
Tools and examples, such as the Dagor Editor and Dagor Shader Language (DSHL), simplify customization and content creation
GAIJIN ENTERTAINMENT
I love how you always cover uncoverd news of the industry. Thanks
I don't think they'll take much market share from Unreal but being open source is a pretty big deal for an engine of this quality.
The graphics look actually amazing, now i need to see how user friendly the editor and scripting is, unlike unreal.
Does the dagor demo feature TAA or DLSS or any other temporal stuff?
Dagor is Underrated, Enlisted looks great and runs way better than any UE5
Godot devs: spend over a decade putting together an engine in their free time so that a FOSS engine can exist out there even if it's not very pretty or efficient, finally get some recognition because the makers of the most high-profile engine for indies shoot themselves in the foot
Gaijin: be a real AAA studio developing over a dozen games over the course of a couple decades, finally just toss their in-house engine into FOSS space, casually rendering all the work spent making Godot useless
Why would the work put into Godot be useless now?
Godot is absolutely more user friendly, idk what kinda shit you're smoking but calm down with the claims lol
Not really useless, Godot is arguably the best FOSS game engine if you're making 2D or 2.5D game. These high profile AAA engine just doesn't cut it for 2D work.
Godot started as, and continues to shine as, a 2D engine. 3D continues to improve, but you’re comparing apples to oranges
I think it's good though. Unity was always better than Unreal at 2D and simple games and still is. Unreal is better at AAA. Godot will be the Unity 3D of FOSS and Gaijin will be the Unreal of FOSS.
You're telling you got lost in a map based on a such an iconic map , dust 2 ?!!!
Its always faster to have less features.
Not always a bad thing. Sometimes its good to pick the right sized tool.
But the comparison cant be taken at face value, specially without the clarity of upsampling and what you mentioned at 8:00
upsampling doesn't mean the game doesn't run at native resolution. I tried both demos and actually dagor has 100% screen percentage and upsampling is enabled too, you can open the console with ~. while I'm not even sure the Unreal demo runs at native resolution. unfortunately dagor doesn't have any documentation and I'd be interested to know how GI is implemented in it.
Can you make a tutorial how to install and use it?
You see UE's motion blur right away
Which can be easily fixed in like a minute, but no one does it
@@GameUnion please how can I fix mine?
Google for Unreal Engine motion blur fix. In general: you need to tweak the "Target Framerate" and several other parameters, so it will be significantly shorter and less blurry.
@@GameUnionTV owk... Thanks 👍
@@GameUnionTV Not the motion blur settings in the post-process volume?
0:42 what is your wn8 :))
tomato.gg/stats/TheRealSerapth-1020386421/NA
That said, holiday ops madness hasn't been helping! Had 75% Winrate with new DZT, then had a 20-something percent Winrate day yesterday...
Holiday ops truly are hell. ;)
Very cool engine. I love to see lesser known engines (Hazel engine anyone?) doing cool things. I don't think, however, that Dagor has a chance of competing with UE in terms of power and abilities. You can hate on UE's TAA or other AA methods. You can even try to say 'all UE games look the same', disregarding the concept of 'art direction' all together. You can say that it has shader load-in issues or this and that problem. But, honestly, UE is a dream come true for indie devs. It's basically free until you're pulling in over a million bucks. It has a massive community. Massive asset library (if your game shares a similar art style of realism). It has blueprints, which I love. I can't say enough about how cheap, powerful, and user friendly it is. Dagor looks cool, but it's more on par with Godot or the like, no? I guess it's fun to compare, but it's like comparing David to Goliath.
Unreal is for indie devs but the engine is being abused by AAA companies anyway LOL
Everything runs faster than unreal engine.
No-no, Unreal Engine, including third iteration, were pretty cool.
Im actually really curious about their Dagor Engine, and I forget now dont they have a custom implementation of C# or + I cant remember? But I swear Ive seen it.
I'm curious how someone who seems to be immersed in game development didn't realize that this is on one of the most famous maps and stated that it's a different level??
He is a bit of a hack. Think about it. When was the last time he made an interesting video that wasn't simply reading a blog post?
it doesnt look as good tbh but the video compression made both a mess so cant tell for sure
I wish if you went over the compatible platforms or programming language or showed us how the dagger engine IDE looks like. Still a great demo and introduction to dagger engine, definitely sounds intriguing, I’ll be looking into it 👀
I love how you talk about the layout not recognizing Dust 2 😄
Dagor doesn't seem to have an editor...?
2:04 Wait my game Cryptis is there that's hilarious lol
2:42 no, this is Patrick
This version of Dust II is what I imagine Dust would look like if it was a Call of Duty map lol
To be honest im mostly watching this because ive already decided im going to try switching to this engine since its more geared to First person (even if my game does have guns its not designed as a shooter primarily with half the protagonists lacking gun skills or decent accessibility to guns early on(tbh unreal has been getting on my nerves to the point that i put the project on permanent hiatus beyond continuing writing the branches of the story)
To be honest im actually looking for tutorials since so far things are looking like what do i even do, like is their even a world editor? Is part of my thinking
Good luck, I wanted to look for more info about, and found almost nothing about this engine, almost no tutorials or documentation
My big desire for these "triple A game engines" is to not have my entire hard drive space monopolized when I work on a simple demo (Looking at you unreal!!).
If you have desktop resolution scaling on your PC then Unreal will be running at a lower res and scaling up, that's the default UE5 behaviour. So if you're running at 125% scaling, it will run at 80% scale and up to 100% using their temporal upsampling (by default).
The things that make Unreal Engine so popular are Blueprints and the whole integrated workflow. The over-reliance on temporal rendering and upscaling is visually annoying and bad, but I can't think of other Engine where I could make so much by myself so easily. I wish there was similar competition.
I'm so glad everyone in comment section has mentioned the fucking Dust map a million times. Apparently it's hard to read previous comments and just not mention the same thing over and over again.
BTW, DUST MAP, CS, HURR DURR.
This Dagor Engine will end up just like Cryengine. Useless for majority of the developers out there.
level editor or roll your own?
Editor
The layout seems to be the exact same, you just took a different path, as many pointed out it's based on Dust 2 map from counter strike
This is a famous CS map layout btw, reimagined in those engines i guess.
Wow cool! If the Dagor Engine provides the kind of mocap integration that UE has, I'll consider biting the bullet in the future
To be honest, with the business model of some of Gaijin's games, I really doubt that Dagor Engine will be free and open source a few years from now.
I don't think you can do takesy-backsies on open sourcing something. Once you've relinquished copyright, it's relinquished forever. You can start making changes to the code and not share them, but the version that's out there is out there and you can never start demanding money from people who are using it.
Enlisted is pretty much popular too.
Gaijin is run by Russian, the move to Hungry was to avoid sanctions
dude with the Putin connection right away.
I wonder when they'll move to Starving
@ am I wrong? And I didn’t imply that he was polishing the up jumped KGB Bratva proxy’s balls
@ well if we stop paying them until they get their net code/server replication sorted… maybe
As a Russian I don't understand why westerners always talk about Putin.
"Russian art? Owned by Putin!"
Wtf. I'm not talking about Soros or other oligarchs every time I hearing about USA.
5:17 this is just a reskin of CT to A long on Dust 2
Except, I can’t find a single Dagor engine tutorial on any one subject, on YT. That’s a big problem. What makes UE so accessible is the amount of content you can find for game dev.
Same, even the official docs are almost non-existent
The map is Dust2. Not exactly 1:1. But instantly recognizable.
ahh how I imagined Dust 2 in cs2 6 year ago
First starting in CT spawn going B and then mid, and in UE starting up mid going over A and A long :D
Excited to see Dagor Progress.
But Unreal is an End to End DCC solution with auto rigging, metahumans, state machines, animator, control rigg, blue prints, python, usd, niagara effects, freindly interface, infinit marketplace,etc, etc,... then Its a amazing engine if you tune it right, IF, IF you tune it right. So its not so much an apples to apples thing.
But when it comes to performance. Yeah, Dagor is likely on par with it and likely some times beats it.
But most modern engines have DLSS , real time global illumination, and all the toys.
The youtube channel "threat interactive" shows exactly what's wrong with the Unreal engine. (I.e. Unreal is an utterly flawed e2e solution) And threat-interactive's proposal is to develop alternative modules for unreal, when I'm thinking you'd be better of switching to a different engine.
Global illumination in Unreal is kinda realtime but not quite real time, because it's smeared out thanks to TAA, and it needs smearing because it's not quite right. DLSS is another ducktape fix for bad rendering. Threat-interactive has shown in great detail how the whole rendering stack works and where it's wrong.
@@sasjadevries Yes and no. You can Use TAA or MSAA or Forward Render with screen percentage or DLSS a Myriad of other methods. Also you can use Lumens, or ray tracing, or baked or not. Thats kinda the thing. All the modern engines have all basically the same toolset. What matters is how you use them. What goes wrong with unreal is general bad programing practices. People run stuff on there 4090, the publishers want it shoved out the door, the devs say good enough and shove it out the door. You can change unreals stack at its core if you want to, Its open source. Folks are lazy and instead of spending at MINIMUM half a year dialing things in they just send it. Thats why you end up with Cyberpunk situations. This whole tribalistic one is better than the other feels like Apple vs Windows vs Linux, Blender vs Maya , my team is better stuff.
The deal is for 90% of indie segment 90% of unreal's killer features are useless.
I doubt that AAA studios will use Dagor but for indie it can be preferable over UE
@@Silpheedx Nah, not quite.
Unreal is "source available", not open source, and afaik not all components have their source open. On the other hand: modifying unreal to fit people's needs is kinda just what threat interactive is proposing.
The other point is that other rendering techniques are kinda crippled in unreal, and instead of fixing+optimising it, they just say "should have used nanite+lumen".
----
My personal point of view is that the whole process of _raising funds to setup a team to modify a game engine with a proprietary license_ is not worth it when there is an actually open source engine that is already done.
Simply put: it's both wayyy less work, and you aren't bound by Epic's licensing terms.
@@sasjadevries See again. Just saying "source engine that is already done." . Thats not the most important thing at all. Just having somewhere to run your stuff isn't enough. Thats jsut a rendering engine wich is like 10% of what you need ot make a game. If you have an artist freindly interface that allows you to bring in anyone and they can rig, animated, uses state machines, particle systems, mass world management, and the endless set of tools unreal comes with. The time you save by not having to program all those systems tools, there realy is no comparison except for Unity. I've made an published a game. Without those tools already setup and ready to go the entry bar for a game engine is so high that no one will use it and if they do they wont be able to finish there game. And as far as licensing epic only charges you if you make over like 1 million annually after that they ask for 12% of the take. Now if they get there rendering engine and tools and everything all into place. That will be amazing and I look forwards to it.
these map layouts look familiar. kinda seen somewhere...
The grain of salt gets bigger and bigger
That's a pretty cool dust 2 remake
"performance enhancing" features like XeSS, FSR, DLSS. I swear, if this isn't a reference to this: ua-cam.com/video/lJu_DgCHfx4/v-deo.html, idk what is 😂
Are free markets actually working? Are we getting to a tipping point where small, innovative companies dethrone the behemoths of the beginnings? I hope so. Times are definitely interesting. 😯
X-Blades???
Geeez that's name my adult self forgot and teenage self refused to admit known...
Oh shit, I didn't even spot that there. That's the only one on the internet I've heard of aside from _War Thunder_ thanks to appearing in both _Unskippable_ and, briefly, the April Fool's Day episode of _Zero Punctuation._
"classified document leaking simulator" LOL
Interesting project, especially with it being open source, but I'm really not fond of custom scripting languages.
You get a thumbs up for the grain of salt... you would have gotten the thumbs up anyway, but that was when I actually clicked it.
Hey It's nice to see to build this engine someone, for windows is 200 GB of space 16 gigs of ram, the no binaries just reslie the source code, and for that reason is good. Just source code i for years and unreal build how build, in last days have some binaries.
Under BSD ? Damn nice.
Dagor > godot
dagor engine is not the best engine at the moment yes its FOSS but there are many things that i dont like about the engine that i dont want to use at this moment.
I would have been sad if you hadn't do the "leaking simulator" joke
Crossout is pretty cool, kind of a mix of twisted metal and chromehounds.
For my future sanity: It's pronounced gahy-jin / guy-Jin
Everyone should switch to Gadot engine.
Unreal... engine? What, isn't that like the uhhh... engine that old Unreal Tournament game ran on?
Wow!
Godot rivals Unity.
Dagor rivals Unreal.
What else we need?
O3DE rival Cryengine. That would be cool as hell.
And the dream may come true, considering announced game "Reverb" by Kazakh developers.
@@Capewearer Bacially O3DE is Cancelled_Lumberyard_1.29_Minus_Cryengine3.
looks sharper than UE5.
Trees are animated in UE version :)
I like Unreal because of the expanding set of tech and features. Starting with Nanite and Luman, now getting Megalights. Unreal also has an expansive set of authoring tools in the editor. Not necessarily a part of the engine but Unreal’s market position means that far more compatible assets, plugins and support are also available.
Unreal is my hope for getting a water simulation system which is able to be used with reasonable performance.
I want competition and new alternate development but I have not found this new engine to be that impressive.
The biggest issue is that all these technologies are forcing TAA and upscaling, they are unstable, their performance is still horrible after all these years, and players are now openly hate Unreal 5 games. Mega lights are even worse in terms of stability issues.
With all that, my current hope is if Godot will complete the their new Global Illumination system in a year or not. We need the alternative to UE and it's clearly not Unity 6, nor Dargor.
@@GameUnionTVClarification:
Angry people who type "I hate Unreal Engine" and will probably still buy UE5 games (oh hey look Marvel Rivals is doing just fine and Silent Hill turned out okay that's weird) have been shown to you by the social media slop algorithm that has learned that you'll watch and engage with that content more than other content.
Don't forget the number one rule:
Everybody lies.
@@GameUnionTVAlso note that Unity is doing fine, Pokemon is doing fine, and the Xbox hasn't died.
Turns out the only time anything has ever been "cancelled" is when its' entire fan base is made up of easily radicalized individuals who can all be united against a singular topic or idea (cough, a certain drinking related company that was apparently too wise for their dim fanbase and learned that they weren't "buds" if it meant not being a bigot, cough)
@@OverbiteGames Of course people will buy it. What else would they buy? It's just a consumerism problem. Doesn't change the fact that UE5 games are plagued with stuttering and asset sizes bloat. You can enjoy a game but still criticize how it's optimized poorly. Try out the Dagor demo and you'll see how sharper it is compared to UE.
How, did he not see it was Dust 2.
Visual fidelity is getting out of control. It's ridiculous that such a small level has a frame-rate that wild and unsteady. If you added a mere 20 npcs into the level it would tank as soon as any significant action took place. If what your saying is true, the fact that the unreal level can't hit a solid 60 fps WITH up-scaling is rather distressing.
Don't know why but the ue looked way better to me.
You didn't realize the map was dust2? Really?
If I had a team, money and some skills then I'd definetely would consider contributing to the Dagger (oops Dagor engine) engine.
Alas I'm more like a script kiddie trying to create something with ease.
Unreal engine seems to have more ghosting and probably has motion blur on
X-Blades My favorite Gailin game
THE SUN IS LEAKING
It's pronounced "guy" jin.
Jin is also like gin the alcohol, so "guy gin".
He pronounced Sturmovik oddly correct but was wrong with Gaijin. Coincidence? I think not! 🤣
Also, "dee-cals," geez.
@@SenkaZver It's more like "jeen" but without the "d" sound. It's a bit hard to put it in english terms, but it's closer to "guy jeen".
bro has never seen dust 2
Very interesting! I am gonna check out Dagor to see if the editor and workflow are good or not.
About the demo, really promising results, very good gi with minimal light leak (especially if you compare with both Godot's gis), amazing sharpness, probably because of native rendering without taa. In general illumination and materials seems to be better in Unreal, but the blurry upscaled vaseline look of Unreal that makes everything seems cinematic and sluggish it's really becoming a turn off for me.
AFAIK it's only native in ultra setting. The low setting is 50% scale+ TSR. They also have a cheaper Snapdragon Super Resolution in other samples. However they all looks sharp and clear.
200gb for the engine/toolkit are you 'avin a giggle
The cyclopean gigabytes on Dagor's github are mostly intermediate compilation files.
@@yasenkrasen1581 And even if it actually includes sample assets and 3rd party dependencies it's only 40-50g at most.
4:29 what the stutter