Here we checked how fast Unigine Editor handles import of thousands of materials. The major inference here is that we have to reevaluate our approach to static geometry import, because that’s where the speed was bottlenecked. This is happened due to a crash or insufficient RAM volume. You may notice that Unreal Editor’s results aren’t represented in all charts. The more meshes are imported the higher delta of time spent on the process. We regain speed in extreme loads with thousands of objects in a single model. However, there are some things that can be stated: Unigine Editor loses performance with simple models with low number of stored objects (from 1 to a couple of dozen). It was hard to distinguish a straightforward conclusion due to a different editors behaviour in the performed tests. The first test files (FBX and OBJ) with polygon count varied from 1 to 13 millions, and number of meshes varied from 1 to 46 000+. We used the following versions of the engines:
#UNREAL ENGINE VS UNITY 2019 WINDOWS 10#
RAM: 32 GB (4x8 GB Corsair Vengeance LPX 2133 MHz)Īll tests were run on Windows 10 Professional (build 17763.503). We decided to use a somewhat typical development hardware: All graphs are built with iteration/hour value. In order to make the tests closer to the real life, we used parts of the real projects from our customers and some complex enough test assets from open sources.Īll measures were done in seconds, then converted to the number iterations per hour. If the test ended with an application crash or hang we nullified the result.Īll measurements were done multiple times to verify values. For instance, some editors compress 8k textures to 2k by default, so we had to manually reconfigure import settings to get the identical 8k texture in every tested editor. General criteria of a test completion is the equal result. Here will be described general principles we’d followed during the research:Įvery test was performed in the default Editors environment, no plugins attached, no settings changed. Detailed description of how the tests were run is provided in the corresponding parts of this article. We tested assets import, bulk nodes operations and asset systems. To understand how current Unigine Editor version performs we ran a number of tests inspired by real cases and compared results with some popular game engines. Thanks to our customers we have collected a number of high load usage scenarios that helped us to improve overall performance of import, assets, and scene management subsystems. The less time you’re spending looking at progress bars the better experience you have, the faster you’ll move on with your tasks.