Unity vs Unreal : Interior Rendering Comparison 2019 (HDRP DEMO)

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Here is another graphics comparison between Unity and Unreal. Please note that you can achieve much better graphics in both engines. Its just a demo of my skills about both engines.

I used Unreal's data smith workflow to import all the objects along with materials into the scene.
For the unity I have used High definition Render Pipeline(HDRP) to achieve this result.

3D Model by : Diego Asce

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✅URP Tutorial Series

✅HDRP Tutorial Series

✅Lighting and Post Processing Series

✅Shader Graph Series

✅Unity Graphics Demo

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now from the tutorial on the unity version of this scene you made i can tell why unreal has the edge here;
it's because by default unreal uses aces tone mapping, the most realistic tone mapper out there. in your unity scene you are using an neutral tone mapper, this is the cause of the washed out or bland look you have in the scene. what you should be using is the aces tone mapper like unreal does so the comparison is more fair.


i can't exactly pin point what you did wrong with the reflective floor so i'm gonna have to dig into the project if i wanna help out more.


besides that you did great on both them scenes, cheers.

SkyIsTumbling
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Considering that most things takes less time do in Unity (especially the UV part) and the URP bakes super fast and beautiful, not to mention the plethora of plugins to go VR and deploy in Quest and Go... Even though I see in this particular situation the Unreal one looks a bit more realistic, I stay with Unity for the overall package and time consumption and flexibility...

helloworld
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This video shows EXACTLY the difference between Unity and Unreal lighting.

gameexplorer
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i don''t know whether you' have set up shader and material fully in Unity. it look better in Unreal Engine (shader and reflection)

minhduongthuong
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Both look pretty good. I would say Unreal has a slight edge, but I think that is due to the artists lightning placement/settings in Unity. For example, at 2:08. The Reflection Probe reflection on the window is completely wrong. Need to change the RP settings, or change glass to planar reflections? Also, the floor texture and wood wall texture is completely washed out by the lighting in Unity at that timestamp. This might also be because of the Reflection Probe.


I really hate RPs in Unity. They cause so many artifacts, unless your mesh/assets are built very carefully. For example, if your mesh has an inside wall, and an outside wall. Lighting with Reflection Probe will cause artifacting on the outside of your building.


Anyway, you did a great job on both. I think both are acceptable for a professional archviz project.

Nullzero
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the textures are clearly rendered differently. unreal ones look like they are sharpened. could be type of pp effect or just the shader. other than that identical. well done

sebbo
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Unreal has more detailed texture & Unity has more saturation in light.

manishotaval
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Now tutorial for lightning in unreal next ??

RizuHaque
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On the point of view on the reflectance on table, Unreal did better than Unity HDRP... For its reflectance strength related to the view direction, but unity's not.

ShanyueHUANG
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Why is unity janky on the camera travelling ? UE is very smooth compared to it.

schouffy
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Unreal looks better, but honestly I think you could achieve same results in Unity by adjusting the reflections to bring the textures up and taking the saturation down ...awesome work! Love you channel.

Maquetad
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it would help if you place the flowerpot ON the table :D @0:27

blocbonbon
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I like more the Unity there are warmer

blackpulsarproductionofficial
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Honestly UE looks much better this time.
I think that HDRP still doesn't add nothing new to the table (if you are using third party assets), but it slows down Unity to a crawl, and the performance is subpar (compared to using custom shader like amplify). I ported the Dark City 2 asset to HDRP (which is quite heavy and comes with many shaders), the result is being unable to open the demo scene.
About this video:
Unity SSR just looks off (and the planar reflection looks very bad, like a render texture with a camera).
UE scene looks more vibrant and higher contrast, while being more organic.
Unity scene lacks bloom. HDRP postprocessing works better with very high emissive values on materials, and very little intensity on the PP. It gives you more control, but it's not practical, in the old PPS you could get results just tweaking threshold and intensity keeping most of the the emmisive between 1 and 3, now you need to tweak each material.
The light in unity still seems like it's trying to mix a lot of lights, in Unreal just looks right. The light falloff seems more natural.
The overall look in Unity doesn't look conjugated. The emissive light, the table, the glass, the floor, the floor outside, they all look like they belong in different places, UE just looks more cohesive.

manueltripero
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Unity does better in spreading the light in crevices

benbechia
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Visually both are great, in some areas, Unreal is better, and in other somes Unity is better...
I guess a good comparison is showing the FPS, while both looks great, that one handling higher fps that is the winner..

digimikeh
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The person that have done both demos it is sure that he doesnot know unity well.

cmorait
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cant unity floor material reflect light like unity in hdrp?

wettydolphin