Why do all games made with Unity run like shit?

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Devs at fault. We did some tests, reducing draw calls, removing bloat and writing code efficiently. Got at least 1k+ FPS(yes, 1000+) on a normal game scene with player behaviour an environment. Unity is very accessible, unlike Unreal Engine. Especially Unity's documentation. That may be why you get so many amateur games on Unity. Since the sample sizes are so different, it may seem that Unity games are worse, but that isn't the case. i.e, not enough amateur Unreal games, so you don't see non-performant games in Unreal often.

ECS or default component shit?

They don't. Unity has some faults but most complaints are coming from console players. It's not unity's fault that both consoles use outdated mobile CPU.

Unturned v.4 is being developed on the Unreal engine, despite versions 1-3 being developed on Unity.

Package solution.
Unreal has much worse performance and latency out of the box, though.

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It's not, it's mostly on how you use it, Unity is really easy to access so every single beginner shows up and try to make something out of it without understanding anything beyond the basics.
Also it effectively doesn't help Unity case that their name is so shit, people are willing to pay to hide their splashscreen.

4000 poly models and pointlessly complex shaders. I just turn shading off.

What's a good 2D engine? I want to make a small fighting game to practice.
Or should I just stick with Unity?

We used our own interface-based components. Ditched the standard rendering pipeline. Reduced draw calls as much as we could. Honestly, draw calls are one of the biggest culprit as far as graphics go. Reduce them and you'll get 200 or so more FPS, easily.