Hello Arowx!
What are you trying to accomplish is a little bit… Impossible.
The point of benchmarks is the running SAME operations on different hardware to understand how they are handle them. But you’re actually giving different tasks to different engines and then comparing results, which is complete nonsense. UE4 and Unity Pro are complex engines and difference between seemingly to you same operations is incomparable. You can’t run different tasks on different software with different rendering settings and then compare it, it is just wrong. You can turn off all AAA graphic features of UE4 and lower settings, change logic and etc and run “benchmark” extremely fast, but again - what the point?
Simple example of my old experiments:
My GPU could not handle this amount of hexagons with dynamic materials(Bright red color - dying gpu and 10 fps)
Then I tinkered some stuff and achieved this
And then this with even higher fps