I’m pretty sure any of these loose comparisons is pretty useless. The first pic from cryengine the trees were spread out to the horizon line both sides of the screen. The one from UE (from a different user) had them all bunched up in the middle. Regardless of the technical details of the scenes (shadowing, total polygons, occluded polygons, whatever) it’s a VERY different visual effect. Visual effect is all that actually matters here isn’t it? e.g. Same tree model, same LOD, same visual coverage, same lighting?
Don’t get me wrong, I love comparisons, and rendering lots of foliage in UE is maybe a bit more like wrestling a bull than it should be. But unless you can recreate a scene with the same tree (same LOD), roughly the same spacing and camera angles, same looking shadows (basically matching visual result) it isn’t very easy to see if there’s any meaningful difference here? It just becomes a bunch of people counting polys/fps and arguing subjective opinions about the engines, especially when the visual results aren’t even in the same state as each other.