Mass together with ZoneGraph plugins makes it so much easier to simulate huge crowds, especially cities. A lot of animation tools, including procedural animation (Control Rig), runtime retargeting (a new system, a little rough in 5.0 release), distance matching, motion warping. Large World Coordinates (coordinates stored as double) which will eventually allow having the enormous world, not limited to a few km (it was around 16 square km limit at float precision, sth of this size) There's realtime GI (Lumen) in UE5, but I have no idea is current-gen only Lumen is good match for you and your performance targets Performant updating skylight every frame, useful if working with day/night cycle (or other seamless light transitions). Water plugin (shader and tools to make river or lakes with spline-line tools). Virtual texturing and now virtual geometry. Late UE4 and generally UE5 provide a lot of tooling for open/huge worlds Unity lags behind with CPU-side rendering performance, but that would be less noticeable with a top-down perspective (limited object count and draw distance). amount of streamed in and rendered objects. FPP/TPP perspective vs top-down makes a huge difference here, i.e. "open worlds" may actually be very different. At least judging by a friend's profiling of the Matrix Depends on what you need. Note: Mass in UE 5.0 is at an early stage, utilizing multithreading seems to not yet enabled in this release. Good times to properly utilize CPU in both engines. Matrix Awakening demo is built with Mass. ![]() Plus, gameplay systems built on it, navigation, AI. It's network ready too.Ĭlick to expand.To add here, UE5 already comes with its own ECS - called Mass. Yes, Unity has DOTS, but there is a third party ECS available for Unreal that is completely compatible with the visual scripting system. It's just too far behind Unreal in this use case. If I were going to create an open world game I would need some very compelling reasons to choose Unity. Check out this post where I tried Nanite on a Synty Studios scene. It's every bit as practical for low poly as it is for extremely high poly. With Unity you have to create everything yourself or hope that you can find an existing asset for it. ![]() Let's start with streaming a large world with all the intricacies. After all you wouldn't go into making an open world game without some coding brass balls and that's not gender specific.Ĭlick to expand.Unreal's latest features are largely centered around creating open worlds with as little effort as possible. Because you are inventing solutions built around an API which is not designed for ambitious open world with streaming.ĭOTS has grown up quite a bit with 0.50x release and I think for a game beginning now, it's a solid choice. This is worse than something that has strong Unity focus on it like DOTS, much worse. ![]() ![]() Thing is about needing more engineering is you are making your project surface bigger for bugs and instability. For more information, look at their blog.īefore DOTS, this kind of scope was basically not possible without a lot of workarounds and a lot more engineering. Games like utilise DOTS quite a bit and this is technically open world with 40 concurrent mp. Dynamic stuff will require coding in Entities, but no big deal in 0.50x+ and still optional. If you wanted to be experimental then use DOTS streaming and rendering, then these can be used alongside the existing GameObject projects people have, and work well together providing you're dealing with static geometry. Click to expand.Normally I'd agree but DOTS is already kind of mandatory for any console port, to wring performance out of the existing API, for example Jobs and Burst.
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