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>>/66716/
Its more of a case of how bad the other ones got due to having so much legacy stuff piled on and lack of periodic reforms/clean ups and choices of base technologies.
Unreal bet the house on Nanite, and it didn't pan out and they chose upscalers, screenspace effects and temporal filters over SDF/Voxels, the price of it is clear.
Unity is schizoing out trying to keep 2 parallel render pipelines for indie games and highend, but there is actually more like 6 pipelines, its quite a mess, but more flexible than Unreal at least.
Unreal has always been a bit of a heavy truck you could barely steer, but at least the results were good. Now its bad results in the end. Cinematic slow moving blurry games only.
Godot bet on voxels and besides having 2D and 3D, is very focused on how it does things. Always using the simplest and most flexible solutions/tools for every problem without getting in the way. I coded my whole third person character controller in 2 days.