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Unity VS Unreal Engine 5 - Performance Tests
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The performance of an engine can be an important factor when making a game. If you are making a game with a lot of objects or high poly meshes, which engine you use could greatly affect how good your game looks and performs.
In this video I'll do a few tests for both CPU & GPU to test which engine is best. However, it's hard to have the same settings in 2 engines, so keep in mind the results are not 100% accurate.
The results:
For physics simulations & collisions, unity won in FPS, but UE5 won in CPU % used, probably because it has a max to the CPU % used by simulations. So unity might be better if its the main part of your game, else UE for low CPU, especially if the rest of your game is CPU expensive.
For updating many objects every frame, UE c++ did very good, much better than Unity or UE Blueprints, but unity DOTS managed to win by pretty far too. However, DOTS isn't completely ready to make full games yet, so you might still prefer to use UE5.
For static meshes, UE5 with nanite is unbeatable by very far. You can have virtually unlimited high poly meshes in your world.
For skeletal ( moving ) meshes, UE5 and Unity are pretty much equal. UE5 had slightly worse performance, but it has better quality imo so it's worth. Also, in UE5 you can easily add LOD to your meshes so when they get far away they don't cost as much to render. So I think both are more or less equal.
COMPUTER SPECS:
CPU: AMD Ryzen 5 2600 Six-Core 3.40GHz
GPU: MSI Gaming GeForce RTX 3060 12GB 15 Gbps GDRR6 3 fans
RAM: 16Gb ( 2x8 )
OS: Windows 10
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0:00 Full Comparison
1:38 Physics Simulations & Collisions
6:30 On Frame Object Updates
10:10 Static Meshes
12:25 Moving Meshes
13:30 Recap
In this video I'll do a few tests for both CPU & GPU to test which engine is best. However, it's hard to have the same settings in 2 engines, so keep in mind the results are not 100% accurate.
The results:
For physics simulations & collisions, unity won in FPS, but UE5 won in CPU % used, probably because it has a max to the CPU % used by simulations. So unity might be better if its the main part of your game, else UE for low CPU, especially if the rest of your game is CPU expensive.
For updating many objects every frame, UE c++ did very good, much better than Unity or UE Blueprints, but unity DOTS managed to win by pretty far too. However, DOTS isn't completely ready to make full games yet, so you might still prefer to use UE5.
For static meshes, UE5 with nanite is unbeatable by very far. You can have virtually unlimited high poly meshes in your world.
For skeletal ( moving ) meshes, UE5 and Unity are pretty much equal. UE5 had slightly worse performance, but it has better quality imo so it's worth. Also, in UE5 you can easily add LOD to your meshes so when they get far away they don't cost as much to render. So I think both are more or less equal.
COMPUTER SPECS:
CPU: AMD Ryzen 5 2600 Six-Core 3.40GHz
GPU: MSI Gaming GeForce RTX 3060 12GB 15 Gbps GDRR6 3 fans
RAM: 16Gb ( 2x8 )
OS: Windows 10
---------------------------------
Subscribe for game making tutorials, other game-making related content and to follow my projects with the dev logs !
0:00 Full Comparison
1:38 Physics Simulations & Collisions
6:30 On Frame Object Updates
10:10 Static Meshes
12:25 Moving Meshes
13:30 Recap
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