Sadly, the second part is generaly hard to apply. Beside godot for indies game and UE5, there is nothing available for other projects. Except in-house engines, but good luck coding and upgrading an engine for modern games. IdSoftware is doing it, same for Capcom with the RE engine, Frostbite won't see the light of the day : it's only big compagnies with the right employees who that can do it.
@guyg.8529 Unity is decent - especially now that they've completely backtracked from their ridiculous runtime fee and have shifted to a more sustainable release schedule. As things stand I would actually recommend Godot for 2D and Unity for 3D if UE5 is not the right fit for a project. Personally I am really looking forward to Godot becoming significantly more viable in 3D as well - that would give us good competing products to choose from.
Unity likely can cover some cases what are not ideal for Godot and Unreal Engine 5. Possible some fancy VR SDK is available for that. But these three engines are the most important ones if there is any idea to port game to consoles using some company who offer service to do that. But if game is not made to run in consoles, there are plenty of ready engine options. Then it is possible to make own engine. No need to build from scratch because there are ready components what can be used to assemble components together to have working game engine. Like graphics and physics, compression or importing assets. Some monetization models can benefit if game is made to run in browser, and that platform is same time very complete and very limited and that makes custom engine very tempting, but those are rare cases.
@ Unity is actually a decent option again due to them walking back on the runtime-fee shenanigans. At the moment for new non-UE5 projects I would actually recommend Godot for 2D and Unity for 3D. 3D in Godot is becoming better with time and soon it should provide a compelling alternative to Unity.
I prefer more Godot for solo/small team 3D projects than Unity. Unity is something where you need strong justification why to choose that and not Unreal Engine or Godot. It is there filling those areas where Godot and Unreal Engine are not good choices. Godot is actually very good on 3D. Renderer is very fast. Physics engine in Godot 3.x was way more slower but more accurate than Unity. Godot 4.x they messed up using some own physics engine but they changed it to Jolt physics. In my understanding, Godot is lacking on streaming assets so it likes to load all assets to VRAM first and then run the scene. So it doesn't work without modifications for GTA V or something but open world games can work with splitting areas to separate maps.
thanks for making these much needed videos. quick suggestion, can you set the Windows scale settings on 125% when recording the videos? texts are very small when you don't watch on full screen.
Profiler? Nahhhh I watch threat interactive and I know all I have to do it turn off Nanite and Lumen and DLSS and TAA and VSM and motion blur and everything else
always glad to see your videos pop up.
He gives me the vibe 😃
He's always cooking something good in the EU kitchen.
Excellent video. "RTFM" and "UE5 is not good for every project" are super important.
Sadly, the second part is generaly hard to apply. Beside godot for indies game and UE5, there is nothing available for other projects. Except in-house engines, but good luck coding and upgrading an engine for modern games. IdSoftware is doing it, same for Capcom with the RE engine, Frostbite won't see the light of the day : it's only big compagnies with the right employees who that can do it.
@guyg.8529 Unity is decent - especially now that they've completely backtracked from their ridiculous runtime fee and have shifted to a more sustainable release schedule. As things stand I would actually recommend Godot for 2D and Unity for 3D if UE5 is not the right fit for a project. Personally I am really looking forward to Godot becoming significantly more viable in 3D as well - that would give us good competing products to choose from.
Unity likely can cover some cases what are not ideal for Godot and Unreal Engine 5. Possible some fancy VR SDK is available for that. But these three engines are the most important ones if there is any idea to port game to consoles using some company who offer service to do that.
But if game is not made to run in consoles, there are plenty of ready engine options. Then it is possible to make own engine. No need to build from scratch because there are ready components what can be used to assemble components together to have working game engine. Like graphics and physics, compression or importing assets.
Some monetization models can benefit if game is made to run in browser, and that platform is same time very complete and very limited and that makes custom engine very tempting, but those are rare cases.
@ Unity is actually a decent option again due to them walking back on the runtime-fee shenanigans.
At the moment for new non-UE5 projects I would actually recommend Godot for 2D and Unity for 3D. 3D in Godot is becoming better with time and soon it should provide a compelling alternative to Unity.
I prefer more Godot for solo/small team 3D projects than Unity.
Unity is something where you need strong justification why to choose that and not Unreal Engine or Godot. It is there filling those areas where Godot and Unreal Engine are not good choices.
Godot is actually very good on 3D. Renderer is very fast. Physics engine in Godot 3.x was way more slower but more accurate than Unity. Godot 4.x they messed up using some own physics engine but they changed it to Jolt physics.
In my understanding, Godot is lacking on streaming assets so it likes to load all assets to VRAM first and then run the scene. So it doesn't work without modifications for GTA V or something but open world games can work with splitting areas to separate maps.
I am the guard of this video,
Have a good day :D
love seeing your wizardlyness every time!
Wow that scene looks...... unreal
Your ability to turn hard into easy is baffling. :3
YEAHHH
😍😍😍😍
thanks for making these much needed videos.
quick suggestion, can you set the Windows scale settings on 125% when recording the videos? texts are very small when you don't watch on full screen.
The French have called : they want you to give them back your mustache !
Profiler? Nahhhh I watch threat interactive and I know all I have to do it turn off Nanite and Lumen and DLSS and TAA and VSM and motion blur and everything else
The best optimization is to just not make the game to begin with
@@FirstCrimson That also helps when level design is hard right 🥲😆
The best optimisation technique is to use ScratchJr for your next AAA title.
Please, keep cooking!
LET HIM COOK