Why UE4 instead of Unity for VR?

or in other words: can be UE4 really tuned to be as fast as Unity when we are making a VR game?

I know the usual answer is “if you want better graphics quality out of the box go with UE4, if you want better performance out of the box go with Unity, but with enough tweaking you can have same results with both engines”
is that true?


PS: another thing that bothers me is the resultant file size (Im talking bout the final distributable), in the case of Unity is a lot smaller for most of the projects, I have not seen a UE4 demo of less than 200 MB normally they are much more sized.

Edit: yet another thing that bothers me is that Oculus article series about optimizing Unity for VR projects, is like they were discarding UE4 from the start as a good engine choice for VR…
btw almost all in-house Oculus content seems to be made using Unity…

Not true, i believe all demos for Crescent Bay that Oculus have been showing since Connect 1 (minus the fractal-style one) were made using UE4, with really awesome graphics, while running at a higher resolution than DK2 and solid 90 fps.

Sometimes, the term ‘tweaking’ really means the ‘proper way’ ie texture is too big (non-DXT1/3/5), not using instancing, lod etc…

I have not done any mobile project using UE4, but 200mb is too much. Maybe you are including assets which are never used, or asset usage is inefficient ie try use the same texture file for almost similar ones.

Are you planning to do “mobile VR”? Because 3D games for “real computers” (and consoles of course) are eating up dozens of gigabytes today.

Are you implying that if you are making games with UE4 you better lose the hope to port them well to mobile???

I would answer quite simply … Why Not? 8-}

In my opinion, use the best tool for the job … but no one can really make the decision for you. Everyone here can give you advice and say use this over that or do it this way instead of that way, but ultimately you need to be comfortable with the tool you are using. If you are comfortable with the tool then everything is possible. Good luck with your decision.

I ask because I do not understand your problem with the build size.

I would understand that this is an issue if you were doing mobile. But you didn’t say that. So… again, are you targeting mobile? If not, why would build size matter today?

Try out both engines and decide for yourself which is best for your own workflow and experience.

I don’t know. How fast are you at tuning Unity when making a VR game? If you take Unity and time out of the question and instead ask “Can UE4 be tuned to run a VR game?” then the answer is “Yes”.

But don’t forget that “tuning UE4 for VR” also includes “tuning your game to run in VR”. This means making compromises in your game design to fit the medium. Something that is required regardless of the engine.

  • Dave

I would recommend making your engine choice based on the kind of development environment you or team prefer, rather than its interaction with VR. If your team finds Unreal or Unity easier to use, you will almost certainly get better results from using that tool in the long run.

I’ve been modding games for many many years. When I found out about the Unreal Development Kit I left the triple A titles behind and started working on something that felt like it was truly mine. Eventually U4 came out and I switched to that.

Basically what I am getting at is that I am extremely comfortable with unreal and I can make it do just about anything I want it to between blueprints and matinee. That’s why Unreal is much better for me then Unity, but that doesn’t mean Unreal is better then Unity for everyone else.

Also as for your comment about mobile VR. It doesn’t matter what engine you use because the phones are not that powerful just yet. You must make a game FOR mobile that you plan to port to PC later. With all technical aspects aside there is still the fact that the phones cant handle that many draw calls so if you plop out a world and start filling it with a bunch of things then you are in for a big disapointment.