Originally posted by Leinadien :Unreal engine wins, it has amazing performance, rendering quality and features. BGE is hardly a game engine, UPBGE costs money unlike unreal engine
And could somebody pls explain how does Unreal Engine have to do with BGE these are completley 2 different things bro srry but yr way out of context here man.
I think that ue4 is a game engine, and upbge is a game engine,
ue4 is like paying for a hooker, where as bge is like building a robot bride from scratch
I see a lot of responses here from people who clearly have no idea what bge is…did I read correctly, someone thinks UPBGE costs money??? wow. People should educate themselves before speaking…I am just getting into bge, but quickly moved to UPBGE…I have not felt a great difference in performance(maybe slightly better on UPBGE), but when I start working more on visual quality and instancing UPBGE will be very important…but I am new so take this with that in mind…I may hit a bottleneck due to UPBGE, but so far it has been fine if not better(leaning on better).
Wow iam impressed i think that UPBGE is beast : if post processing looks this good damn im convinced !!!
I think that ue4 is a game engine, and upbge is a game engine,
ue4 is like paying for a hooker, where as bge is like building a robot bride from scratch
I like UPBGE more now , are all these features optimized meaning that can they work on the Low End perfectly without any performance losses?
I say these Engines are both Good look ive read on the upbge website about the new stuff they’ve added to UPBGE and its better tban BGE but having both could actually be usefull and reliable instead of going Unity 3d or even Unreal Engine 4.
So if you all have both its good so if you experience any bugs or glitches or even crashes with UPBGE u can switch to BGE quickly n still open your blend files. The same for BGE.
Im just saying i hope that maybe BGE blender 2.8a standard version will be better than UPBGE. (Or should i say at the same level)
Yeah, I think they are waiting until the render calls to solidify completely before integration I think,
(no sense in adding an api that is rapidly changing still)
The Upbge raster is refactored and optimized, but its still a forward render. So you know the limitations of it. There is a plan for adding a forward plus or a diferred render, but thats after blender 2.8. So you should get more stable frames(60) than bf bge. Other parts are also refactored and optimized. Currently they are refactoring the culling. So what was written in the Moguri`s blog can be said, its tackled.
If you find any bugs in upbge you could report them and wait to get fixed, in bf bge, you wont get a bug fixed. Ive made some demo videos of Upbge features. link: https://www.youtube.com/playlist?list=PLAhAwUHmGjclxfpcB8CqRb1_B-p7eG76L
How exactly and whether they are going to work together is still unclear. That’s at least my outside perspective. It would be really stupid to make announcements in this kind of situation. You should also keep in mind that no one is working fulltime on the (UP)BGE.
The decision which engine should be used always depends on the project. There are cases where UPBGE is going to be the best choice, in other situations Unreal or Unity will be better.
Being realistic, even if UPBGE continues to make enormous progress, there is no way it is going to be chosen more often than Unreal or Unity in the near future. Those are established engines with lots of experienced people in the background who know what it takes to create flexible engines to support their users in publishing games. Those engines can also profit from lots of users who know what it takes to publish games. That’s an ecosystem where both support each other. The (UP)BGE ecosystem still needs to evolve a lot.
@Dantus: unless you are on linux…building unreal or unity can be hit or miss(for me :))and blender always feels in tip top shape…just plan small, and polish up from there.
ok, I’m still using UPBGE, but I wondered about performance so I checked a few things…and it seems kinda hit or miss, usually bge was a slight(very small) percentage faster(e.g 60 fps, vs 59 or so…these are not my real numbers :)) except in some scenes it was quite a bit faster, they were the corner cases…I’m still leaning on UPBGE…it just feels more natural to work in plus there are a few features that it has that bge does not. batching, shadow filters some other code optimization and bug fixes…there is more, but this is what I gathered yesterday…looking forward to 2.8(evee)…to see how things will work(visually).
Sorry for my language guys but i must say that i am really impressed at what UPBGE can do its amazing to see how the lighting is so perfect in the Game Engine that looks like a whole lot of work because already there i can see as if Nodes were used the guy who actually did this is a Pro i really like the Realisticness of this in UPBGE. Can BGE also produse the same results?
Should i switch to UPBGE for Speed Racer A Whole New World 2 , will everything run on the Low-End PC’s? (As good as it does in this video, i also Have a High-End Laptop Running a GTX 1080i
but i want the Game to run on all intergrated Cards eg: Intel HD 4000)
I don’t want to let this discussion drift towards other game engines. The majority of Unreal and Unity users don’t seem to have this kind of issue, because in that case the engines would not have this amount of users. What you are writing is a clearly an anecdote which is not representative.
Comparing the performance of game engines in general is one of the most pointless things that are being done in my opinion. Even if someone takes the time to seriously compare the performance game engines on a technical level or with artistic similar looks, it would be rather questionable whether the results would be applicable to other projects.
It is great to hear that more and more people start to have a look at UPBGE and are having a great experience with it. The UPBGE team clearly did a fantastic job and I am also really curious to see what they come up with in the future.
Physically based shading and all those post effects won’t work on low end machines. They usually require too many computations. That’s why almost every game allows you to adjust the settings. E.g. motion blur is a very expensive effect, or physically based shaders are very expensive too compared to their non physically based ones. In order to get comparable results on low end machines, you need lots of clever tricks. A good place to look for is high quality mobile games, because they have to use many tricks too.
UPBGE dont yet have a PBR shading dont mislead yourself… But you could ask the developer, if he would like to share his code with the Upbge devs. As for Upbge and Eevee viewport shading code, i think the devs should be asked about that, but bge is using the viewport shading code and Eevee will be the new vewport shading method. So it really depends om how fast it will be for in game.