Why Archviz in Unity (HDRP) feel more fake that in Unreal ?

Using similar workflow with HDRP in Unity and substance painter in both engines why in Unreal seems more real than in Unity?

Is there a tutorial that shows how to achieve the same levels of reality?

I love Unity and I want to have same results in Unity.

What specific issues are you having? Just saying it “seems more real” does not really tell us how to help you.

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Probably unreal is giving you teh art directed version of their pramater by default, might actually be les real, but more “filmic”, there was a thread already about that by Billy (space game kit).

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I don’t have much useful input on this topic. All I can say is that Unity scenes, while looking great and just as realistic as other engines, look a bit flattened in some way, like some lighting value has been crunched too hard. I wouldn’t be surprised if it’s something related to performance, but it’s a shame because whenever I want to see some graphics that really pop, I always end up looking through stuff in other engines.

For me this scene from the Heretic (which is a very cool demo) should give a breathtaking sense of distance and space and just doesn’t really:

Unity is the best piece of software I know. But the graphics could be better.

That’s not graphics, that’s art direction.

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Could you post comparison screenshots ?

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Lately Unity’s demos always target the latest generation of consoles. I don’t think there is a recent demo targeting PC.

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In Unreal if you are importing the same archviz model in their FPS template it looks far more realistic than importing the same in Unity with HDRP. In Unity to achieve the same realistic feeling need a lot of effort for something that come out of the box in Unreal. I hope unity to find a way to give same results by having a template like unreal.

I prefer unity and if it could make our lives easier it would be fantastic. In arch viz I have used both and even if I have spend by far more time in Unity for tweeting all parameters I can not archive the same realism that I can get from just importing the same objects to Unreal standard FPS template.

I have seen many tutorials and I did not found even one that show how to archive same realism with unreal.

If someone has one please share a link.

Thes article below makes a comparison between the engines and descibes exactly what I want to say. I am borrowing a couple of paragraphs.

Unreal – graphics
As I mentioned, similar results CAN be achieved with both engines. However, Unreal is packed with tools, presets that really actually work right out of the box and can easily be tweaked.

Volumetric lights, Post Processing, lens flares, you name it. It’s all there, ready to be used and looks great from the moment you drop it in.

The lighting in Unreal looks much more accurate and smooth compared to Unity. When you bake the lighting with “Production Quality” it looks amazing, with very minimal but mostly no graphical glitches or strange artifacts.

Shadows have nice falloff and a polished look.

Unity – graphics
While it’s being constantly worked on and improved, unity does lack some of the polish when it comes to producing a good looking result.

You might find yourself struggling to achieve what you envisioned. It will take a bit of dedication to get there, nevertheless you can get there, but not without effort.

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If OP could perhaps post a scene they’ve done, it would help a lot. Fact is if book of the dead and heretic are not good enough for you, then Unity is not good enough for you and that’s fine.

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I have no idea if what I’ve seen in other engines has been targeting anything more or less than consoles.

An example comparison of your work would be great. I could pull some pictures off the internet that blow my mind, but that wouldn’t really help anyone figure out where the difference is.

I agree that the graphics seem less realistic than in Unreal.

Then they should change art studios for building that demos. I hate when random customers that have no idea of game engines prefer unreal’s archviz output as more realistic.

For making us stick with unity they should help us to archive same results without needing to be super experts and spent tones of hours more to produce something similar in realism.

Please unity help us on that and I am sure that you will attract many archviz artists and architects. Blueprint Visual scripting is a pain in the a… and unity has many fantastic visual tools like playmaker that artists can make all the necessary controls for archviz far easier than blueprint. If it had an easier way to archive more realistic results easier it would be the best of the best tools for archviz, visualization etc.

Another example for someone to see the difference between the engines is to see the YouTube demos of PiXYZ pluin that in its video for every engine it shows a disc brake. In unreal’s video is far more realistic out of the box than in Unity’s video that looks fake. This is exactly for what I am talking about and I think that unity should find an easier approach for artists as we know that the engine has the power to produce that.

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You do not need a specific model. Just download for example a car and import it in both engines. I mean HDRP and setup similar lighting with unreal FPS template. You will see the difference straight away and even if you spend hours of testing in post processing.

I hope that you will find an easier way to archive same results with less effort for all artists. I am amazed that after so many years unity could not find a way on that.

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So basically you just can’t come to terms with different situations having different lighting requirements then?

perhaps their method of problem solving is like yours : Vaguely state their is some problem, wait for somebody else to do something.

post some pics. Be specific. I’m genuinely curious see exactly what you think the differences are. I’m not graphics expert but I think with some nice HDRI skyboxes you can get pretty nice results in Unity. I’ve been able to make it match Marmoset Toolbag pretty closely – to me thats A-ok.

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I love unity in every other aspect and I do not think that it can not produce same results but something is missing.

Here I am just trying to find out how all this thing can be improved and if someone can give the correct guidelines. I want to use only Unity and no other engine.

I will post in the following days when I will be back at the office because I am traveling for a couple of days.

A good idea would be from other people that are using both engines to upload pictures from projects that they have tested on both engines with similar lighting, textures etc.

I am not trying to complain here but to find a solution.

What you’re asking for are essentially “sane defaults” to the lighting settings, and while I agree it would be awesome to have them at the end of the day you still need artistic skill or an artist to make a good looking game. Simply having sane defaults won’t get you that far.

On a somewhat related note what’s holding you back from using UE4 if it’s clearly handling the lighting the way you want?

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Why aren’t you doing this?

Just repeating “less realistic” doesn’t help us understand the problem that you have. What characteristics of the image are not as you wish them to be? What about Unreal’s images do you wish you could replicate?

Actually, achieving “the same results” probably isn’t practically possible. The engines each have their own renderers, different built in shaders, and so on. Unlike when everyone used the same fixed-function pipelines, I suspect that renderers are complex enough these days that you’d need to make a conscious and deliberate effort to replicate someone else’s internal math to get “the same results”.

In any case, no, just downloading a model and putting it in both Editors is not a way to demonstrate that one is superior to another. This stuff is subjective, there are hundreds or thousands of variables that impact the results, and we don’t know specifically what your problem is.

For what it’s worth, I’ve had people repeatedly ask what engine my current project is using and being surprised when we say “Unity”. I’m in full agreement that it comes down to art direction rather than tools, at least with current versions of the engines in question.

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I feel more comfortable in Unity and I like more everything else except the issue that I am discussing in that thread. I am more inspired when working in Unity and it feels less cumbersome. Many different type of cars can get you from point A to point B but some people like to drive SUVs, other city cars and other super cars. The car that I like is unity and that is the reason that I want to adapt completely in it and ditch every other engine.

The problem till now in the thread that no one gave a guideline how I can archive similar results. Do you know tutorials or other sources that someone has made same projects in both engines to find out how to adapt ?

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I agree completely that there are differences in many aspects but do you know any source that can help me to replicate with similar results in Unity. Maybe I am missing something and I want to find a solution on that.

As I replied earlier in a couple of days I will be back to my office and I will upload images for comparison.