Immortal
Arcane
It is a single-threaded piece of software that runs as fast as possible.The weirdest thing about Unity is how it makes my PC's temperature rise more than games in other engines.
Granted, my PC is a bit aged now (CPU from 2011, but the GPU is from 2019 so pretty new) but it can run most games on medium to high settings. I'm able to play Conan Exiles, Dishonored 2, Shadow of the Tomb Raider on high graphics settings and my PC stays on a reasonable temperature.
But when I play something made in Unity, even when the game's visuals are way less demanding than those AAA games mentioned before, my CPU fans go into overdrive and when I touch my case I can feel it getting warmer.
Why?
What the fuck is Unity doing?
Why does it tax my hardware more than visually more demanding games?
It makes no sense.
Noticed it the most when playing Valheim and Conan Exiles with friends. Conan Exiles runs on UE4 and has a high visual fidelity, and I can run around in that game for hours without my PC complaining. Meanwhile, when we're playing Valheim, my PC starts sounding like a jet engine and the case is getting hot to the touch after a mere 30 minutes of sailing through the ocean - for some reason the water in this game is particularly bad.
I also noticed it in Railway Empire, a tycoon game that shouldn't be very taxing at all... and yet it makes my fans go brrrrrrrrrrrrrrrrrrrr. Even though it doesn't have anything graphically demanding about it, nor are the CPU calculations any more complex than in the strategy games I like to play (Crusader Kings, Total War).
And I've heard from others too that Unity games are unusually taxing on their hardware compared to games in other engines. What gives?
Mehhh.
Most Unity Games are just poorly made. the IL2CPP does a fairly okay job at writing out Optimized Binaries and Unreal's Blueprint is actually about 10x slower than native C++ (Last I heard) because of the overhead. The issue with Unity is like J1M sorta said, many developers just don't code well and with the low barrier to access anyone can write a game with just a very thin veneer understanding of programming.. causing Frame() to spend years chugging on stupid things and delegation rarely used at all.
If you start writing Unity games utilizing things like DOTS properly in the new SRP's with Adressables you can squeeze pretty great performance with cached assets and a-sync execution of frame chugging operations.
I would say Yes Unreal overall is the stronger engine especially when it comes to GI / Lumen. HDRP is close but not there yet..
That Auto-LODing stuff they are doing with Triangles looks pretty amazing too - although 100 gigs for a empty desert stuffed with 4gig Quixel textures seems a bit gluttonous to me. lol.
HOWEVER..
Conan Exiles...? Really? That game is so horribly optimized server side.. Open it up in their DevKit.. look at how they structured their blueprint code and spend time looking at their server infrastructure - it takes about an hour to find out why a 32 Core Server can't run this game for shit the minute someone plops down 20 foundations. Pure joke.