Graphics potential in Unity 2017 as compared to UE4

Hello all,

Has anyone out there done a comparison based off the new graphical power available to us in Unity 2017 vs what is currently doable in UE4? I realize it’s always been pretty slanted but I’m hoping that Unity 2017 has leveled the playing field at least a bit?

Thanks!

Unity 2017 is just Unity 5 with changed name so there is really no graphics change besides better shadows, you need to wait for their new “game changer” aka Scriptable Render Pipelines and then we will be able to make comparisons: https://forum.unity3d.com/threads/feedback-wanted-scriptable-render-pipelines.470095/ https://docs.google.com/document/d/1e2jkr_-v5iaZRuHdnMrSv978LuJKYZhsIYnrDkNAuvQ/edit - Check point “New built-in “HD Render Loop””

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Many things can already be done with CommandBuffers. It does require knowledge about the render pipeline, which you don’t really require for UE4. Scriptable Render Pipelines is probably not going to change that. We did a scene in both engines. You can see that the interpretation of some materials is different between the two scenes. But here you go:

One is UE4 and one is Unity 5 with use of CommandBuffers. (And nothing from the Asset Store.)

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“Scriptable Render Pipelines is probably not going to change that” It’s kinda going to change it since it’s going to include new lighting techniques and such… well current lighting (shadows etc) sucks so it might change that, also add “Correct HDR.” and “Consistency with direct illumination.” so maybe it will change something. :smile:

.There are enough comparison threads and this is the wrong forum place for it. General graphics is for discussing graphics in your game in progress, in Unity. That’s all.

In any case, both engines have near complete control over the visuals so you would be better off doing the mature thing of trying them both out, since its free to do so.

Unity will require you add on their post effect stack manually and setting it up. This approach is not automatic.

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