0 votes

It may sound like a bizarre thought, but every time I want to move to other engines, Godot's simplicity drags me back like a strong magnet. I have some experience in Unreal Engine in creating archviz, and I tried a bit of Unity before deciding to go with Godot.

I love Godot so much that I published 3 apps with it within a year. Developing a project with Godot is a great joy!

My dilemma started when I wanted to create 3D games. Unreal Engine is so attractive for the graphics. But after trying it again it's so unnecessarily complicated and I hate it for that. Now I'm stuck in between nice 3D graphics of Unreal Engine and super simple and light Godot. I just wish we had both worlds in one.

Having said that, where do you think Godot 4 will stand with the new renderer? I am so optimistic about it but I'm not sure if it can even touch Unreal Engine for the graphics. Will it come in par with Unity?

Godot version 3.2.3
in Engine by (307 points)

3 Answers

0 votes

Try more game engines. There are so many of them. Check out Gamefromscratch channel on Youtube, it tries to cover them all. I can't recommend any myself as i only ever used Godot and a tiny little bit of Unity.

by (2,182 points)
0 votes

The graphics pipeline for the engine is getting better, as Juan and other developers are improving the 3D capabilities of the engine. The Vulkan renderer will improve performance, as it's closer to the metal (AFAIK). Other features (like an improved shadow system) will make the engine better, too. The engine still has a long way to go before it'll can be matched with something like the Unreal engine. Juan has written that the engine will really be a contender when it hits version 4.1. So if you want try out other engines for the time being, go ahead.

by (1,962 points)
0 votes

Graphics aren't everything. Especially if you're aiming for a more stylistic approach, I'd say Godot is already on-par. Is it an industry standard? Not really. Does that matter? I think not.

Always remember it's also important to have good and fun gameplay. If you think, you've got an easier way achieving this with Godot, stick with Godot. Pick whatever works best for you, but don't let others tell you to use X because of some fancy default graphics or possibilities you might not even use (or need). So if you prefer the graphics and workflow in UE4 or Unity, by all means, switch! But don't just switch because you think you might do better. Try both and pick whatever fits your goals, personal preference, etc.

From what I've seen from Godot 4 so far (building it myself from source like once a month to have a look) is very promising.

But the same thing that applies to all other engines applies here, too: Your engine can be as sophisticated and as polished with its rendering system as you want, you still have to provide the assets to actually take advantage of this.

Like if your engine can render a landscape with millions of polygons, that's nice, but to actually use it, you also have to create said assets with millions of polygons. If you only use 5,000 polygons for that tree, you probably won't see any significant difference, whether it's Unity, UE4, Godot, or something half-baked C++ you came up with over the weekend (well, probably not, but I think you get the idea).

by (216 points)
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