Your first problem is importing fbx into Godot. Of course it would be slow cuz you have to use other tool to convert the content. Better just use GLTF format from the start.
@@hanhan-fm8khLet's hope it can. Gltf is the file format of the future. It can do everything fbx can, but better. Fbx only continues to exist, because people are slow at adapting to change.
You are handling FBXs wrong in Godot. When you import FBXs you should export them as scenes, then load those scenes. That will fix many of the problems with FBX files in Godot. Another way would be to convert them to gltf, as that is a native format.
@@shengalabu8050 They can't legally implement FBX support into the engine. And, GLTF is an industry standard, FBX is not a standard, but a defacto standard.
Godot doesn't need to have every thing in one file so you need to make a scene for every instance that is not the level unless you want to make level inter chance able then you make the levels their own scenes. this helps with controlling animations properties and code.
Absolutely, here is a video I saw that made me use it in an FPS game I am making if you want to check it out! It is a benchmark comparing normal godot physics vs. godot jolt. ruclips.net/video/Kq8M3S50LNs/видео.htmlsi=7Lf0eR1SHfcqLdTV
@@FromNorthProjekt It's not just bad in performance, it's unfinished. I hear they're phasing it out, with the eventual goal to switch to Jolt (Horizon Zero Dawn/Forbidden West's physics engine, which Guerilla Games open sourced a while back). You can already (and should) implement it via the addon library.
Did you read any of the godot docs or do any walk through? Or just jump in assuming they work the same? If you created the character as a scene then imported that into the other scene they would all inherent the copied characters setup solving the vast majority of the issues you ran into.
godot needs you to add the colider and if it has code as well. the hitbox issue is caused by you dragging the model to play area instead of creating a scene.
As a Godot user, I kinda expected half of these results the moment I heard "importing FBX". Also, the animation playing and instancing are done incorrectly as other comments pointed out, but hey its all a learning process. It's nice to see you giving Godot a try at least, I hope with all the advice from these comments you will give it another shot sometime. I love the engine precisely for the node system, for me it was so much more intuitive when starting out than "game objects" in other engines (or so I've heard, havent tried out unity/unreal). Also C# support is there, it's getting better version by version. I wouldnt really have problems using GDscript if not for the fact that it doesnt have interfaces, kind of a pain to work around an issue that has been solved ages ago.
You can actually make the Project explorer split into a tree view and a file explorer (like in Unity and Unreal) by pressing the white square (labelled "Change Split Mode") in the top right of the project explorer.
Coming from video on how physics aren't that optimized in Godot and suggesting free Jolt physics addon for Godot I did not see these results coming. Godot being that much faster. Yea that's new for me. Interesting.
I've seen benchmarks that suggest Godot using *GDScript* is actually faster than Unity using C#. And Godot using C# is even faster. It's very surprising.
@@ClokworkGremlin It really depends on how someone writes code. For example if you use burst compiler perfomance in unity will be much much better. And it all comes down to overengenering of unity.
There's no physics going on anywhere in those scenes, so Godot's default physics engine being bad wouldn't affect those tests. Same if your game works off of transforms and not physics. But yeah, I hear they plan on making Jolt the default physics engine some day cuz it's just that good.
Most relatable review ever, most if not all reviews just skip the boot up or hot-reloading. I haven't DLéd UE5 for the longest time until a few days ago, and my oh my that realism and tech came with a price, the hard drive space it occupies is astounding, 67 GB of local hard drive space 💥 thanos snapped in an instant. It's powerful and free but at the same time it stems farther and farther away from more people due to its continued newer and newer PC requirements if not parts. At this rate your PC/parts need to be
godot needs to improv more, theyre far from being a compedtant tool, no wonder no legit games have shipped on it. you can name some random tiny hits but theyre not a new enginelol
I appreciate that you showed the pros and cons for both engines - I think your criticisms of Godot are valid (I dont know unreal so I wont speak about that) - I see a lot of comments talking about how you did things incorrectly in each engine or whatever and that's what produced different results/workflows but I think it's important to recognize that this is the first impression that most people would have with either engine and so the criticisms are justified even if you were doing things "wrong".
It's "wrong" because the creator has existing tendencies that they are brute forcing into the new engines. Rather than taking a small amount of time to find fairly basic tips about workflows.
IMO Unreal's packaging takes longer because it's also validating all the assets, pre-compiling the shaders, and cooking the content, which can make it harder to reverse-engineer whereas I believe Godot's output format isn't anything special. Not defending Unreal's insanely long packaging times but it is also doing more.
Yeah .pck of godot is somewhat undefendable, you can extract almost all the assets, i honestly don't mind the packaging of unreal, you will not build the game many often (plus the first time is the longest, next time will be much faster), but cpp compilation is really takes time, the iterations will be sometimes painful
@@FromNorthProjektThis is heavily ram dependent. With a 5900X and 32GB of RAM, my compile times are normally within 30s for every new class I introduce. Live Coding allows the changes to propagate to the engine immediately. When I had 16GB, builds were painfully slow...
Advice: Don't wait until Godot gets good, you should jump *NOW* and *HELP* make it better. And also, about thr FBX import, *KEEP IN MIND* that Godot, unlike Unreal and Unity, it's free(as in 'Freedoom) and open source, and since FBX it's a propietary thing, workarounds had to be done, hope you understand.
Not really people's job to help improve these engines by intentionally picking a tool that would harm their workflow for the sake of "helping". People just want something that works and gets out of the way.
@@verendale1789 That's not what i mean. The waiting game is not viable with open-source stuff, the more people that helps, the better the engine will become. Also, taking shortcuts and goinh lazy it's mot a plausible life style, And Godot it's community driven, not a company.
I believe that's more about, that Godot is not a " FInal Game Product Release Ready" engine yet, tht's why a lot of deverlopers do not choose godot as they main game engine, and that's fine and there's no problem about it.
I would suggest using gltf instead of fbx when working with godot. I can import my models, fully textured and the model will directly have a working animation player which you can take directly into the animation tree.
I wonder how many of the UX issues were also an issue when you were new to Unreal. When I go into unreal I struggle to do anything, Unity I'm a bit better, but Godot I was able to pick up and use far more quickly than either of them.
Well, workflow and performance of the packaged game should be taken separately. A lot of problems you had in Godot where also early hurdles in the learning curve. What matters is the workflow once you have experience in the systems, especially iteration time (codechanges, testbuilds).
@@shengalabu8050How's it copium if someone's new to an engine and didn't know? Also I see you spamming the same copium message but what's laughable is you conveniently ignored how Godot had hundreds of FPS better than Unreal and he wasn't even using Jolt Physics! Soundsaaa like you coping hard baby boy
@@xplodegg Sorry for the misunderstanding. It seems to me that you don't know the basics of GUI's and ease of use when it comes to software. I recommend to never comment on my replies as your opinion is irrelevant.
@@shengalabu8050 Ofcourse I do I'm a game Dev that's used every major engine. Literally the official docs in Godot say you can import .Blend files directly and have all the info needed to import stuff correctly. What's hilarious is that with Unreal it's way more unintuitive to do basic things I used Unreal for years. There's things in Unreal that can take an hour to do that in Godot take 10 minutes. But please, educate me on how Unreal is great with GUIs even though Godot is the gold standard. Have you even used Godot 4? No you haven't kid. That's why you spammed the thread with anti Godot messages and conveniently ignored how Godot had hundreds of FPS higher than Unreal. There's not a single developer I know that thinks Unreal has a faster workflow than Godot. Spamming this comment thread with your same copy and paste messaging tell me everything I need to know. Tell me with a straight face that Unreal is easier to use that Godot go ahead lol Godot even has better documentation than Unreal to boot. It's also widely widely accepted in the industry that Unreal is harder to learn but go on explain how the harder to learn software with slower workflow has a better GUI. There's a reason Tesla uses Godot for its UI on its software and not Unreal
For the fairness you should mention the version number of both engines + you can't expect to do things like you do on Unreal Engine even between Unity and gadot are tons of differences. You have to learn a completely new program, friend.
Thank you for your review! That result was surprising! I always was cautious to do things in godot because of fear of not being optimized enough, or too "high end"/bloatish, I've got myself to learn it since a couple of months and I'm totally loving it! Also I've found that most of your problems stemmed from not knowing how to use the engine as it is intended, there are some great official tutorials on how to tackle basic 3D projects which would have made your life way easier, including those model imports times, moving them, and the animations. I have been there tho, trying to do things like other programs do and finding that the thingy doesn't move is frustrating hahah. I also understand that you're more fond of Unreal and lower level languages, for I was too, my first games where using SDL and Allegro with C/C++, I considered game engines a waste of computing power those days, now I'm a bit wiser and understand how much easier they can make things, which don't necessarily need to run in the most optimal way, anyways, I do appreciate that you tried to be impartial, by showing Unreal's downsides too, haha! Thanks for your video comparison!
@@ourabig well fortunately there's the godot jolt physics plugin for that, apparently the devs are hoping to merge it into the core engine in the future and making it the default physics
When you're using unreal it only takes a while to package the first time, after that it's quick. Did you turn off all the scalability settings? i saw you going through the project settings but that's not where you'll find them, and in the packaged build unless specifically set they'll all be set to epic, which is extremely performance heavy (setting the scalability in the editor won't be applied on a packaged build by default). I have a much much more complex scene in unreal running at 200-300 fps including gameplay logic, and everything is lit/pbr on my 1070ti which is about what you have if I saw correctly (1060).
As for improving the image, you can also greatly improve the quality of graphics in Godot. At Godot I export the game to whatever platform I want, on any platform. In Unreal, you export to Linux from Windows, but it gives a lot of errors, almost impossible, and if you are on Linux it is impossible to export to Windows. For this, and for many other reasons, I prefer Godot.
why linux? While unreal and unity have console support, Godot does not. Console support for Godot seems very difficult to come by, and the developers agree with this. I guess the biggest minus of Godot is console support.
@GenelOlarak21 The market share for Linux is growing and growing, and if you look at the best-selling games on Steam rn, the Steam deck is very high up there. I also don't agree that console support in Godot is that much harder than other engines, as you need a dev kit and a license regardless, and there are companies that can port your godot games to console
Ok i m learning c++ rn and idon t know if i should choose ue or hodot . If iwant to make an optimized game that loks good enough and can be played even on lower end devices . What should i choose?
Even coming from Unity, that's whack. Unreal is somehow simultaneously catering to game dev beginners with the default project having terrain and a camera with insane graphics settings out of the box, while also being so slow, unwieldy and complex that only pros can actually use it properly.
@@readyforlol A lot of the "Unreal looks better" comes from Unreal already turning on bells and whistles in the graphics renderer, where Unity and Godot use pretty ugly default settings. The casual amateur will build a level, and then think it looks better in Unreal. But any engine can pimp up the graphics. Its just needs work.
Godot is more of an engine for 2D games. Godot is infamous for not being suited for 3D models and graphics, despite Godot 4 being the ultimate 3D update. Godot is probably the best game engine for 2D games, 3D feels like more of an afterthought.
bro please make your game don't think much about optimization. Just you need to follow some basic steps about optimization and you have no problems. 1) As less as possible materials per actor ideally 1 2) Using 2k texture or less when possible. Don't use complicated shaders 3) You always in unreal have options "turn off" lumen, shadows and a lot of other things. Switch to Stationary light 4) Character poly counts
@@FromNorthProjekt it's really the thing I like about the source code is built like a framework so if you understand the engine and the syntax you can easily take the source code and make you're own fork of the engine so that if you need a feature or you find a bug you can do it yourself i like unity but sometimes when I have a engine bug like in the last update I had some performance issue but it's close sourced but I will still using unity an learning stride so if unity make dumb decisions in future I will switch easily
Absolutely enjoyed this video! Kudos to you for the fantastic work and insightful comparison. Looking forward to Godot's UX enhancements and its progress
Ue4 definitely feels smaller than Ue5, but I only use 4 over 5 because the physics run well in the former and horribly in the latter. (with 5600x+ 1070 I get over 100 fps with 100 ragdolls in Ue4 but only 25 fps with 100 ragdolls in Ue5)
He doesn't know what he is doing. he probably jumped to godot a day before recording this video lol and some of these problems got fixed a year ago like FBX
Since you decided to compare like this, you needed to switch Virtual Shadow maps in UE5 to standard ones. Repeat the test, I think everyone will be interested
@@shengalabu8050 cope. You just claimed in other comments that people should automatically know to change things with ease. Oops. Hundreds of FPS more Mr troll, keep spamming. See how that works? No engine comes with the best settings out the gate as that simply can't happen as every project has diff needs
if you had any experince with godot before this I feel like you wouldn't run into common problems new users face when learning such a different engine than unity or unreal
Was wondering how devs are reacting to the CEO getting fired. Personally, even with the whole scandal, I was in the middle of learning Unity and I wasn't sure I was about ready to jump ship and with him being fired I still feel comfortable using Unity
@@AdinoyiSuleimanI think that's called "Hedonic Normalization." Basically, you get used to whatever you're currently doing, even if what you move to is objectively better. It's part of why Microsoft's "Ribbon" menu system was so badly received, despite actually being legitimately better than what it originally replaced.
Hmm... Unity has never been proftiable. With the current scandal I think they are done for. The runtime fee was their last option to make it profitable. Now they have lost a lot of revenue instead. I love Unity, but I would not start any new project in it. The risk is just too high.
You turned off almost all the right things in unreal except virtual shadow maps. They use page caching which get invalidated by moving meshes. If you switch to regular shadowmaps you should get much better performance.
I they use up over half of the framerate they should not be default then. No effect would get that budget, except raytracing maybe. Its not the reason for the large FPS drop.
You have to import a glb file into godot if you want to work fast. Because it takes maximum 5-10 sec. to import a glb file. The reason why ou are waiting so much time for the fbx import is you are using a 3rd party app that slows down the engine. And godot works different than unreal. Whe you duplicate the node , it just duplicates and it and when you do a change in the other node , it does not changes the duplicated word. For that reason you get the "bugs" when you try to change the animation in the all nodes. Btw you dont have to write code to play animation , you can toggle the Autoplay button on the Inspector.
imagine if this unreal has a high quality environment, no wonder most of unreal games are buggy and has poor performance than other game engines. such as gollum, skull island rise of the kong, immortals of aveum, lords of the fallen, ark survival ascended, payday 3, jedi survivor, etc
With rtx GPU, those game not optimize studio acknowledge high spec gear PC before published to Publisher than cooperate greed those franchise well known?
Depending on the level you are involved, since its open source you could add as much functionality or alter the engine using C++ as you want. A larger studio might remodel it to a custom engine for their specific project.
@@FromNorthProjekt Honestly, you should try it out, and make a video about it. I think we need some more exposure to the problems and hurdles of using C++ with Godot, because I'd like C++ to be easier to use, and making more people aware of the downfalls is the path to improvement.
Unreal has a lot more things running in the background by default that is why packaging takes much longer Godot only has what you have already set to run. It is also why Unreal sucks for making 2D games why make 2D game with performance of high end 3D graphics running in the background.
what I see is that you compare an GameEngine you didn't try to use seriously to GameEngine that you are always using and used to it I always get that feeling when i try other new software untill i see what's it's capable of and it's limits After months with it I will try to learn godot to see it
Tbf fbx importing is slow because its a 3rd party addon that's most likely written in GDScript which is like running python code, so 100x slower than C++. Importing through gltf (or from blender file directly) gives a faster import and much better accuracy with the scale and hitboxes lol. iirc, fbx isnt supported natively because of some legal issues that conflicts with Godot's FOSS nature
The problem with Godot will be the rest of the game. It seems attractive when you prototype... but once you start building an actual 3D game... the engine falls apart pretty quick. We had to move our 3D game from Godot 4 to Unreal because Godot couldn't even load 1/4 of one of its levels... the engine would just freeze attempting to load assets. And despite public appeareances, Godot's devs don't care because they only make tiny games... and most of them 2D. If anyone says otherwise, ask them where their complete 3D game is-- it'll either be (a) a very bare bones prototype with a mostly empty world, or (b) a low poly game, or most likely (c) they don't have one at all because 99% of Godot users are hobbyists whose biggest games they've ever worked on were game jams. In larger games Unreal is MUCH faster... as Godot won't run at all.
why ur reverse Godot there's no loading just 5 second's mean while unreal engine u ar now un/real so Godot 4 is a sukuna and rank Godot engine is top 1
Or maybe AAA games require AAA budgets handed out by risk-averse investors/publishers which won't greenlight a big project on an unproven engine... I'm working on a semi-big, high fidelity 3D game on Godot right now, so I guess we'll see. No problems so far.
Godot has a very similar view to both unity and unreal, click the little 2 boxes logo on the filesystem window, it will toggle them. Also you can move the window to make more sense for that style of view!
Godot, also uses blender integration to import things like FBX, the box is large because the armature is large. I usually create a separate scene where I can control the sizes and what stuff is imported, im not defending godot, there should be an easier way to do this but you can convert to GLB using blender or similar and the box will also be fixed that way. you can also autoplay animations instead of using code to start the animation. Godot is a learning curve, but personally after using all 3 regularly I see godot becoming the mainstream fairly soon with the huge support stream from the unity defactos
to clarify, the armature being large is just a weird import artifact. if you deleted the animations in blender the model would populate the box is what i mean, so godot is considering that space as the usage space. it is quite annoying to deal with
I know, but is via GdExtension, not as straight forward as unreal, however i have tired it, it is not that complicated to use, but every time you made a change you must restart the engine, otherwise you can't recompile the .dll file because godot locks it, this is more of a windows issue because in linux that is not a thing, but that is that, i hope they will fix it soon
@@shengalabu8050 I would never use UE for my indie projects. For AAA game development UE is very good, not saying it's perfect, this year had many UE games with performance issues but maybe it's the publishers to blame not giving enough time to polish the games. Godot is improving quickly, not on a level of Unity or Unreal Engine. But Godot is a very capable and lightweight engine overall with tons of great features and community add-ons with a very unrestricted licencing. I used Unity for a while, tried UE too for a little but I have the best time with Godot so far. Pleasantly surprised by it.
after the godot drama i think i will switch to unreal too also redot has no exports yet even if i installed theme manually i still get some errors and it wont let me export to exe or so nope only zip
i hope to whatever god is out there that Godot adds animation retargeting like unreals, theirs works but its not user friendly at allll. you either need to have a model with the exact same skeleton or use a similar bonemap. Wish you could make a bonemap as a template and it would try its best somehow! im sure thats a coding nightmare for an open source developer team but i can DREAM
Its funny how people compare engines without actually knowing what they are doing. This is a very bad representation of how to use both these engines. There are real comparisons out there from people that know what they are doing. Stop miss informing people with your limited opinion, go learn and try again.
The point is just that I'm showing my initial experience with each engine before commenting learning it, it is for my own use case for my own game, and my own experience, i have never said people should take my experience as reference for choosing their engine
Sounds like copium to me 🫵😂 + That was just the bare basics and it was clearly easier in Unreal. It doesn't take an infant to notice how much better Unreal is in terms of development.
@@ourabig Most of the time it is not Unreal with the problem (even though some settings need to be disabled), but sometimes GeForce Experience can be the problem with the features it has enabled. I went from 25FPS to 100FPS with a GTX 1660Ti
You don't have to make script to run the animation in Godot, you simply could toggle autoplay button in the animation player
Thanks for the info, I didn't know that
Sarcasm?
@@alternatekeen5603no , it's actually true
@@alternatekeen5603 Nope
@@FromNorthProjekt yes you only have to add the keyframes from the png from 0-3 to then play it and itll automatically play the animation
Your first problem is importing fbx into Godot. Of course it would be slow cuz you have to use other tool to convert the content. Better just use GLTF format from the start.
or just.... load a .blend file directly
can 3ds max export GLTF?
@@hanhan-fm8khMost likely yes. Given their license costs it should ne able to
@@hanhan-fm8khLet's hope it can. Gltf is the file format of the future. It can do everything fbx can, but better. Fbx only continues to exist, because people are slow at adapting to change.
@@kishirisu1268you can’t really blame him. A lot of game engines are able to easily use fbx so even I wasn’t expecting that issue when I first started
Always great to see other people struggling with basic stuff. Reminds you you're not the only idiot on this planet.
a winner just tries one time more often than a loser
I have 5 years of experience in Unreal, and I've probably spent 1 month in total to compile shaders, that's the reason I'm investing in Godot now.
LMAO :D
Welcome aboard !
who said that godot doesn't have shader compilation
Lmao
I literally had a build that took hours for a simple level
in the new Godot 4.2 beta, you don't need to restart the editor every time you reimport
Yeah, also hot reloading for GdExtension as well
@@FromNorthProjekt kinda of funny you made two of those issues two days ago now both are fixed in the beta
@@vishnuviswanathan4763 The wonders of FOSS, whoever fixed that probably watched this video
@@MEMUNDOLOL i mean, restart is still like 10 seconds or less so its still faster than other engines so...
You are handling FBXs wrong in Godot.
When you import FBXs you should export them as scenes, then load those scenes.
That will fix many of the problems with FBX files in Godot.
Another way would be to convert them to gltf, as that is a native format.
Sounds like copium to me 🫵😂
@@shengalabu8050
They can't legally implement FBX support into the engine.
And, GLTF is an industry standard, FBX is not a standard, but a defacto standard.
@@shengalabu8050 No, that's just how Godot works with its scenes and nodes.
Godot doesn't need to have every thing in one file so you need to make a scene for every instance that is not the level unless you want to make level inter chance able then you make the levels their own scenes. this helps with controlling animations properties and code.
Oh yeah, to make the performance on Godot even better, there is an addon called "Godot Jolt" which is a better physics engine for Godot!
Interesting, i heard that the default Godot's physics is not good in performance, but still have not tried it yet
Absolutely, here is a video I saw that made me use it in an FPS game I am making if you want to check it out! It is a benchmark comparing normal godot physics vs. godot jolt. ruclips.net/video/Kq8M3S50LNs/видео.htmlsi=7Lf0eR1SHfcqLdTV
@@FromNorthProjektjolt is also used in Horizon zero dawn - so it’s a pretty massive improvement
@@FromNorthProjekt It's not just bad in performance, it's unfinished.
I hear they're phasing it out, with the eventual goal to switch to Jolt (Horizon Zero Dawn/Forbidden West's physics engine, which Guerilla Games open sourced a while back). You can already (and should) implement it via the addon library.
There's no physics going on in any of those scenes, so that wouldn't affect this test.
Good advice, tho
Did you read any of the godot docs or do any walk through? Or just jump in assuming they work the same?
If you created the character as a scene then imported that into the other scene they would all inherent the copied characters setup solving the vast majority of the issues you ran into.
everybody doesn't know every thing man
godot needs you to add the colider and if it has code as well. the hitbox issue is caused by you dragging the model to play area instead of creating a scene.
As a Godot user, I kinda expected half of these results the moment I heard "importing FBX". Also, the animation playing and instancing are done incorrectly as other comments pointed out, but hey its all a learning process. It's nice to see you giving Godot a try at least, I hope with all the advice from these comments you will give it another shot sometime. I love the engine precisely for the node system, for me it was so much more intuitive when starting out than "game objects" in other engines (or so I've heard, havent tried out unity/unreal). Also C# support is there, it's getting better version by version. I wouldnt really have problems using GDscript if not for the fact that it doesnt have interfaces, kind of a pain to work around an issue that has been solved ages ago.
You can actually make the Project explorer split into a tree view and a file explorer (like in Unity and Unreal) by pressing the white square (labelled "Change Split Mode") in the top right of the project explorer.
Anyone have idea than turn off the "better graphic" settings in unreal to make the performance close to the competitors ?
Coming from video on how physics aren't that optimized in Godot and suggesting free Jolt physics addon for Godot I did not see these results coming. Godot being that much faster. Yea that's new for me. Interesting.
I've seen benchmarks that suggest Godot using *GDScript* is actually faster than Unity using C#. And Godot using C# is even faster.
It's very surprising.
@@ClokworkGremlin It really depends on how someone writes code. For example if you use burst compiler perfomance in unity will be much much better. And it all comes down to overengenering of unity.
There's no physics going on anywhere in those scenes, so Godot's default physics engine being bad wouldn't affect those tests.
Same if your game works off of transforms and not physics.
But yeah, I hear they plan on making Jolt the default physics engine some day cuz it's just that good.
Most relatable review ever, most if not all reviews just skip the boot up or hot-reloading. I haven't DLéd UE5 for the longest time until a few days ago, and my oh my that realism and tech came with a price, the hard drive space it occupies is astounding, 67 GB of local hard drive space 💥 thanos snapped in an instant.
It's powerful and free but at the same time it stems farther and farther away from more people due to its continued newer and newer PC requirements if not parts. At this rate your PC/parts need to be
You need to learn godot more, there is an auto start animation button. 😂
godot needs to improv more, theyre far from being a compedtant tool, no wonder no legit games have shipped on it. you can name some random tiny hits but theyre not a new enginelol
@@Dominicn123es muy nuevo el motor 😵💫🤞🏻
I appreciate that you showed the pros and cons for both engines - I think your criticisms of Godot are valid (I dont know unreal so I wont speak about that)
- I see a lot of comments talking about how you did things incorrectly in each engine or whatever and that's what produced different results/workflows but I think it's important to recognize that this is the first impression that most people would have with either engine and so the criticisms are justified even if you were doing things "wrong".
It's "wrong" because the creator has existing tendencies that they are brute forcing into the new engines. Rather than taking a small amount of time to find fairly basic tips about workflows.
I would agree with you if the creator was also experiencing their first impressions of Unreal. I'm certain that is not the case.
IMO Unreal's packaging takes longer because it's also validating all the assets, pre-compiling the shaders, and cooking the content, which can make it harder to reverse-engineer whereas I believe Godot's output format isn't anything special. Not defending Unreal's insanely long packaging times but it is also doing more.
Yeah .pck of godot is somewhat undefendable, you can extract almost all the assets, i honestly don't mind the packaging of unreal, you will not build the game many often (plus the first time is the longest, next time will be much faster), but cpp compilation is really takes time, the iterations will be sometimes painful
@@FromNorthProjektThis is heavily ram dependent. With a 5900X and 32GB of RAM, my compile times are normally within 30s for every new class I introduce. Live Coding allows the changes to propagate to the engine immediately. When I had 16GB, builds were painfully slow...
Advice: Don't wait until Godot gets good, you should jump *NOW* and *HELP* make it better.
And also, about thr FBX import, *KEEP IN MIND* that Godot, unlike Unreal and Unity, it's free(as in 'Freedoom) and open source, and since FBX it's a propietary thing, workarounds had to be done, hope you understand.
Not really people's job to help improve these engines by intentionally picking a tool that would harm their workflow for the sake of "helping". People just want something that works and gets out of the way.
@@verendale1789 That's not what i mean.
The waiting game is not viable with open-source stuff, the more people that helps, the better the engine will become.
Also, taking shortcuts and goinh lazy it's mot a plausible life style, And Godot it's community driven, not a company.
I believe that's more about, that Godot is not a " FInal Game Product Release Ready" engine yet, tht's why a lot of deverlopers do not choose godot as they main game engine, and that's fine and there's no problem about it.
@@hicarodestrui There are other reasons, Companies rely on Technical Support
@@hicarodestruiwhat makes you say that? Dozens of successful games have been made with it. Unless you mean high end 3d, in which case you are right.
I would suggest using gltf instead of fbx when working with godot. I can import my models, fully textured and the model will directly have a working animation player which you can take directly into the animation tree.
shadows in godot in this example was way worse than in unreal
does this count?
yes, that's a huge factor
I wonder how many of the UX issues were also an issue when you were new to Unreal. When I go into unreal I struggle to do anything, Unity I'm a bit better, but Godot I was able to pick up and use far more quickly than either of them.
what is the game you show 00:03 ??? it look insane
Well, workflow and performance of the packaged game should be taken separately. A lot of problems you had in Godot where also early hurdles in the learning curve. What matters is the workflow once you have experience in the systems, especially iteration time (codechanges, testbuilds).
Sounds like copium to me 🫵😂
@@shengalabu8050How's it copium if someone's new to an engine and didn't know? Also I see you spamming the same copium message but what's laughable is you conveniently ignored how Godot had hundreds of FPS better than Unreal and he wasn't even using Jolt Physics! Soundsaaa like you coping hard baby boy
@@xplodegg Sorry for the misunderstanding. It seems to me that you don't know the basics of GUI's and ease of use when it comes to software. I recommend to never comment on my replies as your opinion is irrelevant.
@@shengalabu8050 Ofcourse I do I'm a game Dev that's used every major engine. Literally the official docs in Godot say you can import .Blend files directly and have all the info needed to import stuff correctly. What's hilarious is that with Unreal it's way more unintuitive to do basic things I used Unreal for years. There's things in Unreal that can take an hour to do that in Godot take 10 minutes. But please, educate me on how Unreal is great with GUIs even though Godot is the gold standard. Have you even used Godot 4? No you haven't kid. That's why you spammed the thread with anti Godot messages and conveniently ignored how Godot had hundreds of FPS higher than Unreal. There's not a single developer I know that thinks Unreal has a faster workflow than Godot. Spamming this comment thread with your same copy and paste messaging tell me everything I need to know. Tell me with a straight face that Unreal is easier to use that Godot go ahead lol Godot even has better documentation than Unreal to boot. It's also widely widely accepted in the industry that Unreal is harder to learn but go on explain how the harder to learn software with slower workflow has a better GUI. There's a reason Tesla uses Godot for its UI on its software and not Unreal
@@shengalabu8050 you are so pathetic, dawg its youtube comments, shut up istg no one here likes you, you are just plain wrong, cope harder
For the fairness you should mention the version number of both engines + you can't expect to do things like you do on Unreal Engine even between Unity and gadot are tons of differences. You have to learn a completely new program, friend.
Sounds like copium to me 🫵😂
@@shengalabu8050???
Thank you for your review! That result was surprising! I always was cautious to do things in godot because of fear of not being optimized enough, or too "high end"/bloatish, I've got myself to learn it since a couple of months and I'm totally loving it!
Also I've found that most of your problems stemmed from not knowing how to use the engine as it is intended, there are some great official tutorials on how to tackle basic 3D projects which would have made your life way easier, including those model imports times, moving them, and the animations. I have been there tho, trying to do things like other programs do and finding that the thingy doesn't move is frustrating hahah.
I also understand that you're more fond of Unreal and lower level languages, for I was too, my first games where using SDL and Allegro with C/C++, I considered game engines a waste of computing power those days, now I'm a bit wiser and understand how much easier they can make things, which don't necessarily need to run in the most optimal way, anyways, I do appreciate that you tried to be impartial, by showing Unreal's downsides too, haha! Thanks for your video comparison!
This is interesting! Thanks for the amazing video! 👍
Seing 400+ fps on godot was... unexpected
yeah me to
Godot performance is cool because it's lightweight but once you add physics man the engine start suffering
@@ourabigjust switch to Jolt as the physics engine, they have a plugin for godot
@@ourabig well fortunately there's the godot jolt physics plugin for that, apparently the devs are hoping to merge it into the core engine in the future and making it the default physics
@@jlewwis1995 yeah but still the engine editor still need some stability and performance improvement and the engine will be so cool
Anybody have the link to the desktop wallpaper, its really nice
When you're using unreal it only takes a while to package the first time, after that it's quick.
Did you turn off all the scalability settings? i saw you going through the project settings but that's not where you'll find them, and in the packaged build unless specifically set they'll all be set to epic, which is extremely performance heavy (setting the scalability in the editor won't be applied on a packaged build by default). I have a much much more complex scene in unreal running at 200-300 fps including gameplay logic, and everything is lit/pbr on my 1070ti which is about what you have if I saw correctly (1060).
1070 TI is like 50% faster than 1060 tho...
Looking as awsome as ever!
As for improving the image, you can also greatly improve the quality of graphics in Godot. At Godot I export the game to whatever platform I want, on any platform. In Unreal, you export to Linux from Windows, but it gives a lot of errors, almost impossible, and if you are on Linux it is impossible to export to Windows. For this, and for many other reasons, I prefer Godot.
why linux? While unreal and unity have console support, Godot does not. Console support for Godot seems very difficult to come by, and the developers agree with this. I guess the biggest minus of Godot is console support.
@GenelOlarak21 The market share for Linux is growing and growing, and if you look at the best-selling games on Steam rn, the Steam deck is very high up there. I also don't agree that console support in Godot is that much harder than other engines, as you need a dev kit and a license regardless, and there are companies that can port your godot games to console
@@Fabian-w7x Yes many people think that porting to console is a big plus for the engine, but they forget that you have to get a license for it.
Ok i m learning c++ rn and idon t know if i should choose ue or hodot . If iwant to make an optimized game that loks good enough and can be played even on lower end devices . What should i choose?
If you're willing to use C++ i recommend you to use unreal engine rather then godot to be honest. But do your researches to know what suits you most
Please redo this video when Godot 4.2 would came out.
It should be less painful to work with now 😅
The lighting looks substantially more complex in Unreal, I wonder if that + Unreal's natively complex materials are the primary factors
my god watching this video makes me feel proud that i chose unreal 4 ,5 years back instead of Unity or Gotod or construct
but now say unreal engine nah I,d win sudden un/real so Godot4 is a sukuna and rank Godot engine is top 1
I was testing Godot and Unreal, and as soon as I saw the 'empty project' in Unreal, I quit. What is that
Even coming from Unity, that's whack.
Unreal is somehow simultaneously catering to game dev beginners with the default project having terrain and a camera with insane graphics settings out of the box, while also being so slow, unwieldy and complex that only pros can actually use it properly.
@@readyforlol A lot of the "Unreal looks better" comes from Unreal already turning on bells and whistles in the graphics renderer, where Unity and Godot use pretty ugly default settings. The casual amateur will build a level, and then think it looks better in Unreal. But any engine can pimp up the graphics. Its just needs work.
You don't need a script to play the animations. Just hit autoplay in the animationplayer properties
Godot is more of an engine for 2D games. Godot is infamous for not being suited for 3D models and graphics, despite Godot 4 being the ultimate 3D update. Godot is probably the best game engine for 2D games, 3D feels like more of an afterthought.
now unreal engine become un/real so Godot4 is a sukuna and rank Godot engine is top 1
bro please make your game don't think much about optimization. Just you need to follow some basic steps about optimization and you have no problems.
1) As less as possible materials per actor ideally 1
2) Using 2k texture or less when possible. Don't use complicated shaders
3) You always in unreal have options "turn off" lumen, shadows and a lot of other things. Switch to Stationary light
4) Character poly counts
I would go with Godot, open source is the future.
Unreal is open source too, what do you mean?
@@well.8395unreal is source available model. Not completely open source
Sounds like copium to me 🫵😂
@@well.8395He needs copium
Did you try stride engine it use c# and when I used it performance and graphics way better than godot and easy animation port
I know it, but never tried it, I will give it a chance
@@FromNorthProjekt it's really the thing I like about the source code is built like a framework so if you understand the engine and the syntax you can easily take the source code and make you're own fork of the engine so that if you need a feature or you find a bug you can do it yourself i like unity but sometimes when I have a engine bug like in the last update I had some performance issue but it's close sourced but I will still using unity an learning stride so if unity make dumb decisions in future I will switch easily
Absolutely enjoyed this video! Kudos to you for the fantastic work and insightful comparison. Looking forward to Godot's UX enhancements and its progress
Thanks for the amazing comments
Ue4 definitely feels smaller than Ue5, but I only use 4 over 5 because the physics run well in the former and horribly in the latter. (with 5600x+ 1070 I get over 100 fps with 100 ragdolls in Ue4 but only 25 fps with 100 ragdolls in Ue5)
Yeah i really don't know what the hell is happening with Ue5
I was having doubts, after this video I think it's better to return to my unreal engine lol, thanks :)
He doesn't know what he is doing. he probably jumped to godot
a day before recording this video lol
and some of these problems got fixed a year ago like FBX
Since you decided to compare like this, you needed to switch Virtual Shadow maps in UE5 to standard ones. Repeat the test, I think everyone will be interested
Not only that but he should also use vulkan instead of DX12
@@shengalabu8050 cope. You just claimed in other comments that people should automatically know to change things with ease. Oops. Hundreds of FPS more Mr troll, keep spamming. See how that works? No engine comes with the best settings out the gate as that simply can't happen as every project has diff needs
if you had any experince with godot before this I feel like you wouldn't run into common problems new users face when learning such a different engine than unity or unreal
Plz suggest
I want to make a car simulator game with good graphics
Which engine. Should i choose
while unreal had 150 fps with 90% GPU usage, godot had 400+ with only 50% GPU ussage
godot is build different ngl
maybe not, but I saw that you had unreal and godot opened at the time time, doesn't it affects the perfomance?
6:49
how is 152 FPS batter
then godot / vulkan 414 FPS
do i miss something.
Was wondering how devs are reacting to the CEO getting fired. Personally, even with the whole scandal, I was in the middle of learning Unity and I wasn't sure I was about ready to jump ship and with him being fired I still feel comfortable using Unity
I tried using unreal for one week and while I loved it, I started to miss unity. So I went back to unity, and now I miss unreal 😂
@@AdinoyiSuleimanI think that's called "Hedonic Normalization." Basically, you get used to whatever you're currently doing, even if what you move to is objectively better. It's part of why Microsoft's "Ribbon" menu system was so badly received, despite actually being legitimately better than what it originally replaced.
>> and with him being fired I still feel comfortable using Unity
It worked.
Hmm... Unity has never been proftiable. With the current scandal I think they are done for. The runtime fee was their last option to make it profitable. Now they have lost a lot of revenue instead.
I love Unity, but I would not start any new project in it. The risk is just too high.
Same board of directors. Its not that Unity will change a lot now.
Lol. 1:20 Agreed. Unreal blows for booting up.
He’s talking about unreal foo 🤡
@@ThySmoke420 Lol. 1:20 Agreed. Unreal blows for booting up.
@@ChrisSwafford1 nice edit
@@ThySmoke420 Faster than Unity!
@@ChrisSwafford1 😂😂😂 and for that, I tip my hat good sir
godot and life, it's a shame there aren't many courses for him in 3d
very good and well explained, animation is something really hard
You turned off almost all the right things in unreal except virtual shadow maps. They use page caching which get invalidated by moving meshes. If you switch to regular shadowmaps you should get much better performance.
I they use up over half of the framerate they should not be default then. No effect would get that budget, except raytracing maybe. Its not the reason for the large FPS drop.
I tried Godot and there is no way in hell I would give up Unreal 5 for that Engine.
You have to import a glb file into godot if you want to work fast. Because it takes maximum 5-10 sec. to import a glb file. The reason why ou are waiting so much time for the fbx import is you are using a 3rd party app that slows down the engine. And godot works different than unreal. Whe you duplicate the node , it just duplicates and it and when you do a change in the other node , it does not changes the duplicated word. For that reason you get the "bugs" when you try to change the animation in the all nodes. Btw you dont have to write code to play animation , you can toggle the Autoplay button on the Inspector.
Godot is a champion! =)
cool vid. I just wonder what the differences will be in case for UE5 using Vulkan aswell
you can export it as gltf in blender with animations and the mesh it takes a second or less.
Not with that attitude
@@shengalabu8050 what Attitude?
Godoy 4.3 added native support for FBX and is several times faster than before!
imagine if this unreal has a high quality environment, no wonder most of unreal games are buggy and has poor performance than other game engines. such as gollum, skull island rise of the kong, immortals of aveum, lords of the fallen, ark survival ascended, payday 3, jedi survivor, etc
With rtx GPU, those game not optimize studio acknowledge high spec gear PC before published to Publisher than cooperate greed those franchise well known?
A lot of the Godot criticisms are fixed in the version I am using (4.2.1)
can't you also use C++ in Godot 4?
It can be, but not straight forward as unreal, you must use GdExtension
Depending on the level you are involved, since its open source you could add as much functionality or alter the engine using C++ as you want. A larger studio might remodel it to a custom engine for their specific project.
@@FromNorthProjekt Honestly, you should try it out, and make a video about it. I think we need some more exposure to the problems and hurdles of using C++ with Godot, because I'd like C++ to be easier to use, and making more people aware of the downfalls is the path to improvement.
Great video ^^ Yes, something you need to learn in Godot after using another engine. But you say it ^^ We should use the Engine we love
"and i love c++" ... Seems like you're a little masochistic :O
Unreal has a lot more things running in the background by default that is why packaging takes much longer Godot only has what you have already set to run.
It is also why Unreal sucks for making 2D games why make 2D game with performance of high end 3D graphics running in the background.
Nice bro, salut from Morocco 🇲🇦
what I see is that you compare an GameEngine you didn't try to use seriously
to GameEngine that you are always using and used to it
I always get that feeling when i try other new software untill i see what's it's capable of and it's limits
After months with it
I will try to learn godot to see it
Tbf fbx importing is slow because its a 3rd party addon that's most likely written in GDScript which is like running python code, so 100x slower than C++. Importing through gltf (or from blender file directly) gives a faster import and much better accuracy with the scale and hitboxes lol.
iirc, fbx isnt supported natively because of some legal issues that conflicts with Godot's FOSS nature
in 4.2 the editor do not restart on re-imports anymore
Yeah i just saw that, good to see them improving the engine
Pretty cool! You have a north african accent did i get that right? 😁
The problem with Godot will be the rest of the game. It seems attractive when you prototype... but once you start building an actual 3D game... the engine falls apart pretty quick. We had to move our 3D game from Godot 4 to Unreal because Godot couldn't even load 1/4 of one of its levels... the engine would just freeze attempting to load assets. And despite public appeareances, Godot's devs don't care because they only make tiny games... and most of them 2D. If anyone says otherwise, ask them where their complete 3D game is-- it'll either be (a) a very bare bones prototype with a mostly empty world, or (b) a low poly game, or most likely (c) they don't have one at all because 99% of Godot users are hobbyists whose biggest games they've ever worked on were game jams. In larger games Unreal is MUCH faster... as Godot won't run at all.
why ur reverse Godot there's no loading just 5 second's mean while unreal engine u ar now un/real so Godot 4 is a sukuna and rank Godot engine is top 1
Or maybe AAA games require AAA budgets handed out by risk-averse investors/publishers which won't greenlight a big project on an unproven engine...
I'm working on a semi-big, high fidelity 3D game on Godot right now, so I guess we'll see. No problems so far.
Godot has a very similar view to both unity and unreal, click the little 2 boxes logo on the filesystem window, it will toggle them. Also you can move the window to make more sense for that style of view!
Godot, also uses blender integration to import things like FBX, the box is large because the armature is large. I usually create a separate scene where I can control the sizes and what stuff is imported, im not defending godot, there should be an easier way to do this but you can convert to GLB using blender or similar and the box will also be fixed that way. you can also autoplay animations instead of using code to start the animation. Godot is a learning curve, but personally after using all 3 regularly I see godot becoming the mainstream fairly soon with the huge support stream from the unity defactos
to clarify, the armature being large is just a weird import artifact. if you deleted the animations in blender the model would populate the box is what i mean, so godot is considering that space as the usage space. it is quite annoying to deal with
Bro good video but you need to learn a little bit more about Godot. Also animations in Godot was pain in the behind for me as well
Yeah, the whole fbx thing is because its proprietary and can't be shipped or well used in open source stuff (godot)
why did you put everything in one file tho?
You could just make all the character an instance of 1 in Unreal and the performance would have been like 10x XD
unreal propaganda
Godot also support c++ 😇
I know, but is via GdExtension, not as straight forward as unreal, however i have tired it, it is not that complicated to use, but every time you made a change you must restart the engine, otherwise you can't recompile the .dll file because godot locks it, this is more of a windows issue because in linux that is not a thing, but that is that, i hope they will fix it soon
@@FromNorthProjekt I hope too 🙂 good look luck for your future games !
@@FromNorthProjekt Actually, that's also a linux problem. But, like somebody else said, it's fixed in a beta release of the engine.
At 2.4m you need to save to fix this problem, just ctr+s is a fast solution.
Greetings. To improve the visual part in Godot you need to configure "WorldEnvironment".
And as others commented you have to import "glb" files.
l3alamiya hh , a malak ma7amalch godot haha, nice content a sat (chamitak maghribi men accent ;) )
Nice video❤:)
Godot Has Also Great Graphic Remember godot is Using Best Renderor "Vulkun" And we all know power of Vulkun renderor
I’m learning so much about godot from these comments
Unreal is great but SOOOO BLOATED! I love using Godot!
So, for you more features/use-cases = bloat? Sh!t analogy
Sounds like copium to me 🫵😂
@@shengalabu8050 I would never use UE for my indie projects. For AAA game development UE is very good, not saying it's perfect, this year had many UE games with performance issues but maybe it's the publishers to blame not giving enough time to polish the games.
Godot is improving quickly, not on a level of Unity or Unreal Engine. But Godot is a very capable and lightweight engine overall with tons of great features and community add-ons with a very unrestricted licencing. I used Unity for a while, tried UE too for a little but I have the best time with Godot so far. Pleasantly surprised by it.
why do shadows look so bad in godot?
I don't think so
He did not really play much with the lighting and other options. The shadows can look decent in Godot when done right.
Забавно смотреть, как человек сравнивает производительность движков, при этом плохо зная их...
в этом вся суть
Nice 5cm per second wallpaper yo
after the godot drama i think i will switch to unreal too
also redot has no exports yet even if i installed theme manually i still get some errors and it wont let me export to exe or so
nope only zip
Your voice is very good 👍😊
i hope to whatever god is out there that Godot adds animation retargeting like unreals, theirs works but its not user friendly at allll. you either need to have a model with the exact same skeleton or use a similar bonemap. Wish you could make a bonemap as a template and it would try its best somehow! im sure thats a coding nightmare for an open source developer team but i can DREAM
there is a addon for godot to have a content browser like unreal
Its funny how people compare engines without actually knowing what they are doing. This is a very bad representation of how to use both these engines. There are real comparisons out there from people that know what they are doing. Stop miss informing people with your limited opinion, go learn and try again.
The point is just that I'm showing my initial experience with each engine before commenting learning it, it is for my own use case for my own game, and my own experience, i have never said people should take my experience as reference for choosing their engine
Sounds like copium to me 🫵😂
+
That was just the bare basics and it was clearly easier in Unreal.
It doesn't take an infant to notice how much better Unreal is in terms of development.
Meanwhile UEBS II made with Unity, laughs from both UE and Godot.
As a Godot stan: it is 100% fair that you prefer UE.
Like for zombies dancing to classical music.
you can run unreal what are your specs
I7-4790k / Gtx 1060 6GB
@@FromNorthProjekt nice I can't run it but still unity work
@@ourabig Most of the time it is not Unreal with the problem (even though some settings need to be disabled), but sometimes GeForce Experience can be the problem with the features it has enabled. I went from 25FPS to 100FPS with a GTX 1660Ti