My son and I have been using Unity for quite sometime developing a game series. We decided to check out UE4 and were very impressed that it has built in, everything that we would normally have to purchase from 3rd Parties with Unity. As a result, the cost is favorable and the necessary features are integrated. Before totally jumping ship, we wanted to check it out to make sure we could produce the same level of game we have been working on for Mac, Windows and Linux (no interest in IOS or Android).
We both have done our development till now on Mac Pros, a 2010 and a 2012, lots of memory, multiple Xeons, latest OS (10.10). In setting up to test UE4 on the 2010, I found that even at the lowest quality settings, we are looking at having to get PCs to practically work. It also suggests that our game would not run well in a end user Mac and possibly Linux environment based on how the editor and the demos run. We loaded and tweaked the ShooterGame and the Racing Demo. They look great, but the freezing is horrible, in the editor, it’s sluggish, running them standalone, it’s unusable. It’s not like frame rate issues, the frames run smoothly, but in the editor or in standalone, it freezes fairly often, more on high settings, less on low settings, but the freezes never disappear. In 22GB of memory, it’s the only thing running. I’ve found a few posts on the subject, but nothing that helped. I’ve also had numerous times where the editor had to be force-quit after hanging.
Before we give up and stay with Unity (because frankly, this engine looks way better than Unity’s 5.0 for what we are doing), I would like to know if there is hope of solving this. Is this possibly just my test machine and some configuration I’m not aware of? Would new trash-can Mac Pros fix it? The concern is two-fold, we want the product to work well for all three platforms and personally, need something that will work for development in our environment. We aren’t stuck with Macs, but would like to keep our development environment there if possible. My son’s graphic workflow is dependent on his Mac, and my day job is all Mac, so having to have Windows is a real hassle (for anything other than builds and testing before release).