Thought I would add my experiences over the last few months. This is only going to be my experiences which has been mostly around visuals. I have yet to really dive deep into matinee, physics, and other elements.
Background:
I have about 4 Year of Unity Experience and almost 1 Year of Unreal 4 Experience.
I am a professional retail and arch viz designer, focused purely on visual aesthetics. I have used Cinema 4D / 3DS / Modo / Zbrush / Solidworks to Unity and Unreal (Just in case someone wanted to discuss specific workflows). I usually focus on interactive and animation content using Unity and Unreal. I am a content artist first with very minor/amateur level of programming knowledge. I create a lot of virtual versions of real world spaces, such as stores and exhibit halls. In addition I have been creating Augmented Reality Apps, Oculus Rift Demos, and just started with Project Tango content.
In addition I am working on two Indie Games with a Fellow 3D Artist. The first game is a web comic translated to a 3D, mobile, cartoon-y, infinite runner game aimed at young teens. Ideally a free game with minor in-game purchases being released on iOS and Android. Due to the age group and pricing structure, we want to release something that will work on older mobile devices. The second game we are working on is a realistic sci-fi game that takes place in a lot of exterior exotic scenery. I would say like the Uncharted series as far as look and feel.
Over the last few months I have actually taken the time to test out my Retail Animations and Interactives in both Unity 4.6, Unity 5 Beta, and Unreal Engine 4.6. Below is my thoughts as an artist on what I do day to day and what Iāve experienced so far.
Hardware Setup:
Mobile - Testing on iPad2, iPhone5, Asus Transformer Prime, Project Tango, and Nvidia Sheild (A strange collection of what I have so far)
VR - Oculus Rift DK2
Work Desktop - Dual Xeon E5 (24 Cores) with Nvidia 980 Graphics Card (We use this for Virtual Walkthroughs)
First my overall impressions
Unity 4.6 Pro:
Basics - Without the asset store add-ons, for me I canāt achieve anything of the visual quality I require. It is very easy to bring in models and setup all the basics, but this is only good enough for amateur looking visuals. As an artist I feel like I am using āWindows Paintā when using basic Unity. When I add Pro and Asset Store purchases, I can take the level to something that is acceptable and closer to a āPhotoshopā quality program. BUT since 4.3 theyāve added a new shader language system that maxes out on 64 unique shader names (Sorry I donāt know the exact technical specs) which basically only allow you to use 2 shader heavy Assets at the same time, which has crippled a lot of stuff I was doing previously. Also the shader system can be complex to artists looking to just make high end visuals. With no node based shader scripting, you feel very limited. Shaderforge Asset is a nice node based shader editor for artists.
Price - Sucks for a part-time Indie Developer. It takes too long to get a game out to justify $75 a month Pro Fee, on top of an additional $75 per platform you want to export to. They lock you in for a whole year which makes it even more painful. Iād rather be able to pay for pro and do testing with pro on iOS and Android. Then when I am ready to ship pay a one time fee when I am releasing a game to a specific OS. Itās really hard to test an iOS game with just a PC/MAC pro license, and a lot of times I end up breaking my game if I donāt have Unity set to iOS/Android pro from the beginning.
Arch Viz - Works well enough with the right Plugins ($400 worth of asset store purchases to make it Artist Friendly, $75 a month for Pro Unity). The finaly visuals can still feel stiff and lifeless even with purchasing assets for Screen Space Reflections, Skyshop IBL, SSAO, ETC. It takes a lot of work to get it there, but it can be done.
Product Viz - Works excellent with plugins like skyshop IBL setups. A single object in an IBL setup, looks fantastic.
Realistic Games - With plugins you can achieve an acceptable level of visual quality, but it always feels stiff and lifeless. Playmaker was a must for me to do Visual Node Programming. Skyshop a must for visual quality. Candella is the Only SSR option but I am not thrilled with the developers Overpromises / Lack of Hitting Schedules.
3D Mobile - Works fantastic for this, because you can really leverage the Asset Store to get the look you want on all Mobile Devices. Besides the cost for pro versions, if you setup your assets for mobile you can see on your desktop what your going to get on a tablet or phone.
Augmented Reality - It seems everyone uses Unity as the goto for their devices. Open source AR scripts and Project Tango both rely heavily on Unity 4.
Unity 5 Pro:
Basics - The Enlighten system adds tons of visual quality to Unity. Also reflection probes are a great addition. But the Beta is super finicky, and if you are doing anything robust like Arch Viz, plan to have your machine calculating over and over. Itās hard for an artist because you focus on how lighting and visuals look. Even though enlighten works in the background, it takes too long on complex scenes to make it useable for setting up lighting. I literally will make a change go to the internet or something else to wait for it to calculate and forget what I had changed due to the time it takes. I wish it had a more instant preview mode and a final bake mode. For small games and mobile, enlighten works quick enough, but once you get complex it is a burden. But that said the results are fantastic and so itās very tedious trying to work in it because you love and hate it. Lastly for a program that has so many great Asset store Plugins, 80% of my go to ones are unusable on Unity 5 at this time. By the time Unity 5 Releases From Beta, I think it will be better, and they have created a stop gap for shader name limits by doubling itās capacity to 128 unique shader names(Again this it more technical then what I am saying). Also the new Uber Shader helps fix a lot of shader issues for artists.
Price - Unknown at this time if they will change their pricing, I hope they do, and make Pro costs cover all devices not just Desktop.
Arch Viz - Fantastic, the new enlighten system adds life to visuals. You can achieve great results, and if you are running on a powerhouse PC you can crank up a lot of settings. A lot less asset store purchases required.
Product Viz - Even better then 4, except now you donāt need to buy additional plugins.
Realistic Games - Again, enlighten helps boost this. Although for an artist I still recommend getting Playmaker or another node based programming asset. Unity 5 does not add anything to help the Artist when it comes to this or node base shader creation.
3D Mobile - Is the best solution out there. You can acheive both low end mobile and high end mobile solutions.
Augmented Reality - Having trouble with finding updated scripts for Unity 5. Will need to dive deeper into programming to get this working.
Unreal Engine 4.6:
Basics - Since theyāve added Automatic Lightmap UV creation, this has been my goto for high end visuals. While I unwrap my own stuff as much as I can, when you are doing complex stores and interiors, sometimes you donāt have time to go through the unwrap on every single object (Just the nature of my retail design job). Out of the gate, reflections, lighting, camera , node based shaders, and node based blueprints all give an artist a great start. I havenāt bought a single asset for Unreal 4 yet, and I can blow away anything I do in Unity 4.6, and itās still has a few steps up on Unity 5. When you go in and enable things like LPV and Distance Field AO you can get amazing results for arch viz. Running on my robust desktop it calculates extremely fast and as an artist I can focus on Mood and lighting versus Debugging/problem solving. As for mobile, it has been a great let down for me.
Price - Hard to say right now. For part time indie game development it feels much better, because I have less investment costs to test out and develop. I donāt have to pay extra to test on iOS/Android and it seems to work much better deploying to my Mobile Devices for testing. I havenāt released a game yet on Unreal so I canāt say how I feel about the Royalty. I am also not investing in additional assets to achieve what I am looking to do. This also means I donāt have as many issues with assets not working together.
Arch Viz - You can rival Vray if you know what you are doing. On a powerhouse machine, you can create inter actives that are super impactful. I have had some issues dealing with Stereoscopic 4k, it feels like with some blueprint command nodes I can get it working, but Unity actually still looks better on the 4K tv then Unreal. I am thinking itās just me right now, and I should be able to fix this as I get more into blueprints.
Product Viz - Looks Fantastic and is really quick to achieve. Faster than Unity to setup.
Realistic Games - Due to the Shader Node System, handling of large scenes, and visual quality I will focus on Unreal 4 for My Realistic Game. This game is more of a Passion Story Telling game for me, so I donāt plan to release to anything but PC at first. Console port down the road maybe. But as an artist I feel like I can focus on the art and mood Unreal 4. But I do miss some assets that Unity Developers have made, but I donāt see it being a roadblock.
3D Mobile - This has been a huge disappointment for me. Unreal makes my stuff look so great, that I tend to go overboard without realizing I am past what Mobile can handle. After I built my first game to mobile, almost all of the things making it look good disappeared and I was left with a pretty disappointing looking game. Worse than Unity 4.6. So I went back and to the T followed the documentation of what iOS can handle as far as lighting and post process . Better looking than the first attempt, but still underwhelming compared to my Unity 4.6 with all the added assets I purchased. They both ran about the same as far as framerate. I think Unreal is getting closer by introducing the new feature to preview Mobile setting within the editor, but I still feel like itās hard to work in it for an artist. Even on my Shield Tablet it feels like Unity 4.6 looks better. When you compare to Unity 5 With Enlighten, there is no question that Unity wins when it comes to Mobile quality (But at a steeper Price). So I am still on this tipping point of Cost vs Quality.
Augmented Reality - Almost non existent on Unreal 4. For an artist I have no clue how to get anything working, and there is very little documentation Iāve found and even less developers with scripts. I was really hoping Project Tango and Unreal would have more collaboration, but I can only find one or two articles about it.
I know this was long, but I wanted to share my thoughts because I have been living this the last few months. PM me if you want me to elaborate on anything specific.