You could create better shadows on trees, do some color correction, use volumetric clouds (like you used in Unreal) and reflections on Unity HDRP even without ray tracing. This is not engines comparison, it's your knowledge comparison. But yeah, i agree that Unreal is better out of the box, and can provide better graphics instantly without extra configuration
The problem is the HDRP lighting workflow... Find a proper balance settings between sun, post processing and sky light is a very hard task in HDRP... I will make another comparison later Also foliage rendering needs realtime GI to be realistic... So from foliage rendering unreal engine and lumen is always better
Umm, something wrong with HDRP. Are you sure you used all post processing? Cuz i see a lot of room for improvements and I even not a professional in HDRP but I know how its look
Foliage rendering needs realtime GI to be realistic (indirect shadows)... So from foliage rendering unreal engine and lumen is always better I have tried to simulate indirect shadows using AO post effect inside unity
In both examples there are things that need improvement, HDRP does a very good job given the very old lighting system it uses. Unity is preparing a new GI lighting system for Unity 6, so we'll see.
This test is biased asf for starters the scene is ugly and not representative of the abilities of both render engines and the skybox doesn't look remotely similar between the two scenes also the window material on ue5 seems to be properly transparent while on unity it's litterally a mirror
Sky box: I couldn't find color settings for sky box in HDRP so the color is different between unity and unreal (unreal is yellow) Mirror: Both has same settings... But the realtime reflection is always better inside unreal engine and lumen reflection
@@stonbax I am a master of the unity lighting and graphics. Search "Lighting Box 2" in the asset store from 2017 and unity 5.6 when no one know what was the graphics inside unity The lumen and reflection in unreal engine make it much better than unity hdrp with a very very very low reflection quality without GI Also without Nanite i couldn't get a realistic high poly tree rendering inside unity hdrp... So you are limited in low poly models
@@MEGA_TREE Yes I know lighting box I almost bought it once (but couldn't because of changes in my project) and I know what you're capable of in terms of lighting. But that does not invalidate the fact this scene is not representative of both render engines' capabilities. Also being able to make a good lighting in unity has nothing to do with being able to make a good comparison with unreal
Unreal Engine 5 with Lumen GI and Unity with the Enlighten GI for scene and light probes for tree models
You could create better shadows on trees, do some color correction, use volumetric clouds (like you used in Unreal) and reflections on Unity HDRP even without ray tracing. This is not engines comparison, it's your knowledge comparison. But yeah, i agree that Unreal is better out of the box, and can provide better graphics instantly without extra configuration
YEAAAH! The unity part looks like it doesn't have post processing!
The problem is the HDRP lighting workflow... Find a proper balance settings between sun, post processing and sky light is a very hard task in HDRP... I will make another comparison later
Also foliage rendering needs realtime GI to be realistic... So from foliage rendering unreal engine and lumen is always better
@@MEGA_TREE yes, i agree, that HDRP settings sucks
Wow didn't expect unity to blow unreal out of the water!
the unreal one looks more realistic lol
Umm, something wrong with HDRP.
Are you sure you used all post processing?
Cuz i see a lot of room for improvements and I even not a professional in HDRP but I know how its look
Foliage rendering needs realtime GI to be realistic (indirect shadows)... So from foliage rendering unreal engine and lumen is always better
I have tried to simulate indirect shadows using AO post effect inside unity
prefect only unreal
In both examples there are things that need improvement, HDRP does a very good job given the very old lighting system it uses. Unity is preparing a new GI lighting system for Unity 6, so we'll see.
@@starcruiserstudio6590 Unity is winner overall
@@ragerungamesNo
Buy the Lighting Tools for Unity 50% OFF:
assetstore.unity.com/packages/tools/utilities/lighting-tools-107069
This test is biased asf
for starters the scene is ugly and not representative of the abilities of both render engines
and the skybox doesn't look remotely similar between the two scenes
also the window material on ue5 seems to be properly transparent while on unity it's litterally a mirror
Sky box:
I couldn't find color settings for sky box in HDRP so the color is different between unity and unreal (unreal is yellow)
Mirror:
Both has same settings... But the realtime reflection is always better inside unreal engine and lumen reflection
@@MEGA_TREE Then just don't make a comparison if you don't know how to do a proper one...
@@stonbax I am a master of the unity lighting and graphics. Search "Lighting Box 2" in the asset store from 2017 and unity 5.6 when no one know what was the graphics inside unity
The lumen and reflection in unreal engine make it much better than unity hdrp with a very very very low reflection quality without GI
Also without Nanite i couldn't get a realistic high poly tree rendering inside unity hdrp... So you are limited in low poly models
@@MEGA_TREE Yes I know lighting box I almost bought it once (but couldn't because of changes in my project) and I know what you're capable of in terms of lighting. But that does not invalidate the fact this scene is not representative of both render engines' capabilities. Also being able to make a good lighting in unity has nothing to do with being able to make a good comparison with unreal
@@stonbax Watch the new video:
ruclips.net/video/FQ-6e6lOk6E/видео.htmlsi=SQaI5gFddJe7Y23P