Oh well, I can’t resist…
possibly, certainly strongly opined.
The question of trolling arises when any poster repeatedly expresses a strong affinity with a competitive solution, with focus on how the discussed solution doesn’t and cannot meet their needs.
dib, your experience with performance with Unity in general is both your own (which makes it valid) and usage informative (from that experience). You have stated that the Unity 3D engine requires, in your experience, the same resources as the Cry2Engine, as implemented in Crisis. The implication is that Unity uses the same resources without achieving the same level of playable and visual effects. So, two things emerge, one, if you are to use Unity 3D for a project you already know the target market, and penetration rate of equipment necessary to facilitate your product. Secondly, you have a clear alternative if you desire the additional effects.
Agreed. But demo or not the runtime experience is tied to many factors. To dib, or anyone else who examines Unity 3D (or any other commercially available game engine), and finds some portion lacking. As a consumer, or potential consumer, you are wise to explore all possible limitations prior to committing. However, for the sake of those who are already committed to a path, let’s be clear, Unity 3D is A product which MAY produce games of any caliper with varying levels of time and other resources. This holds true of any game engine (commercial, opensource, or custom developed). In fact, the majority of the game industry has, for some time, sacrificed performance for ease of development and maintenance. This holds true for much of the computer related development in all fields (with some notable exceptions).
If, for example, you desire performance at it’s maximum, then you should build a custom engine in platform specific assembler for your target environments. That is not an extremist comment, it is a statement of your needs. With deployments for Windows and Mac, neither of these are real time operating systems, and impact the executable performance of your solution. The impact increases based on the number of processes enabled by the OS, and end user. Removing the target OS entirely and focusing on hardware will produce more consistent and higher performance results. The same can be said of the iPhone as well.
My point in this is, there are many ways for any of us to create our envisioned product(s), being overly pointed about the short comings in any product should be a trigger for anyone to move on to explore solutions that better align with our goals.
Thanks,
Galen