Discussion - Unity tech demo "Book of The Dead"

I hope they do, I like Unity’s support and sorry their forums are far more responsive than these ones. I had Zero replies on my last four posts in the past few months and i have seen things die down signifcantl

I think the renderer as it stands now surpasses UE on many levels, it also surpasses on anything stylized non PBR and 2d, Also their MSAA is better and faster from what i could tell something I’ve been struggling with lately in Unreal.

I think they are almost there with graph shader. But things are still in preview mode. I already like how it saves and loads as well displays material much faster in the editor. i Unreal I have to wait up a good while just to apply material changes and save inside the editor. I still don’t get why its so slow, maybe some internal thing going on.

One thing they are seriously lacking is something similar to blueprints but more versatile (like a direct C# link up) instead of crossing fingers and trying to convert BP to C++ in UE. Unless they invest in a Unity BP they wont attract as many newcomers as they hope even with many high end assets they are putting out there.

I find it kind of funny when discussing Unity editor performance, but can someone please tell me why is it that in UE i can NEVER depend on the fps in the editor to a large margin and i have to build my game over and over again to actually test it out, while in Unity it almost always tells me the correct framerate inside the editor with a margin of error of around 10% with the final packaged game?
And I too have a beefy system.

Edit: Oh and UE performance hits bottom on dual monitor displays, I don’t care what anybody says about this, there is a serious problem here, we have enough machines with different cards and drivers and all of them suffer running this thing. and god forgive if you have a material editor or a particle editor open on the side, that will kill framerate in game preview inside editor.