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I thought it could be interesting to have a thread where we could gather developer anecdotal experiences comparing game engines.
There's an article up at Kotaku that consists of an unofficial post-mortem on Mass Effect: Andromeda.
Unfortunately, the devs that were interviewed were naturally prohibited to talk about the game, so all quotes are anonymous.
One particular quote I found interesting was this simplified comparison between Unreal Engine 3, Unity and Frostbite:
I get that DICE evolved Frostbite over the years to be applied on FPS shooting games, so it's only natural it wouldn't be well prepared for RPGs when DA: Inaquisition came up, much less for Andromeda that makes use of very large maps and has exploration as a significant part of its gameplay.
But I wonder if this "when it doesn't do something" statement is actually tangential to all engines or Frostbite is exclusively difficult to expand new features into it.
The speed comparison between Frostbite and Unreal Engine was something that surprised me a bit too. What does a dev mean when he says UE goes as fast as a SUV but Frostbite goes as fast as a F1 car?
I guess it depends on how much this particular dev knows about cars, but a good SUV does 200KM/h quite easily while a F1 hits 300KM/h regularly.
Does this mean a game with the exact same visuals, resolution, etc. using the same hardware that ran at 25ms/frame (40FPS) in Unreal Engine 4 would run ~50% faster, at about 16.7ms/frame (60FPS) in Frostbite?
Or perhaps this varies on IHV? Unreal Engine games typically favor nVidia hardware, or one could just say it runs slow on AMD hardware. Frostbite games tend to show the opposite scenario. Maybe the dev is talking about how the engines compare when running in the AMD-powered PS4Bone (which is where the bulk of the profits end up coming from)?
There's an article up at Kotaku that consists of an unofficial post-mortem on Mass Effect: Andromeda.
Unfortunately, the devs that were interviewed were naturally prohibited to talk about the game, so all quotes are anonymous.
One particular quote I found interesting was this simplified comparison between Unreal Engine 3, Unity and Frostbite:
While describing Frostbite, one top developer on Mass Effect: Andromeda used the analogy of an automobile. Epic’s Unreal Engine, that developer said, is like an SUV, capable of doing lots of things but unable to go at crazy high speeds. The Unity Engine would be a compact car: small, weak, and easy to fit anyplace you’d like. “Frostbite,” the developer said, “is a sports car. Not even a sports car, a Formula 1. When it does something well, it does it extremely well. When it doesn’t do something, it really doesn’t do something.”
I get that DICE evolved Frostbite over the years to be applied on FPS shooting games, so it's only natural it wouldn't be well prepared for RPGs when DA: Inaquisition came up, much less for Andromeda that makes use of very large maps and has exploration as a significant part of its gameplay.
But I wonder if this "when it doesn't do something" statement is actually tangential to all engines or Frostbite is exclusively difficult to expand new features into it.
The speed comparison between Frostbite and Unreal Engine was something that surprised me a bit too. What does a dev mean when he says UE goes as fast as a SUV but Frostbite goes as fast as a F1 car?
I guess it depends on how much this particular dev knows about cars, but a good SUV does 200KM/h quite easily while a F1 hits 300KM/h regularly.
Does this mean a game with the exact same visuals, resolution, etc. using the same hardware that ran at 25ms/frame (40FPS) in Unreal Engine 4 would run ~50% faster, at about 16.7ms/frame (60FPS) in Frostbite?
Or perhaps this varies on IHV? Unreal Engine games typically favor nVidia hardware, or one could just say it runs slow on AMD hardware. Frostbite games tend to show the opposite scenario. Maybe the dev is talking about how the engines compare when running in the AMD-powered PS4Bone (which is where the bulk of the profits end up coming from)?