What are the advantages and disadvantages of both? Is one better than the other? How do both enhance or limit gameplay?
Why UE THREE of all things?
Also, isn’t basically everything to do with vehicles in Enlisted done using Dagor and based on older War Thunder simulation models for each vehicle? At least that’s what I heard, might be wrong.
I’ve only dabbled in game programming, but I’m not even sure what you mean…making the infantry gameplay from scratch in UE shouldn’t be impossible (although I’m yet to see UE game with gunplay even remotely as good as Enlisted), but porting the stuff that apparently has been worked on for apparently a quarter of a century (ill go die of old age in the corner I guess) would be insanity
Especially since it seems the engine is actually pretty performant (considering how good the game looks psychovisually AND runs on potatoes - hell I upgraded my PC/monitor and now it runs in 1440p at 120 fps at basically max settings and doesn’t melt the PC)
bad multicore optimization
unreal engine 3 use first cores to 100% and other cores arround to 20%
typical red orchestra 2 problem
Also red orchestra 2 had a strange problem when you didn’t have an fps limit, with more fps the soldier’s breathing would divert your sights much more
I see. Did Unreal Engine 4 fix these issues?
More like DX11/12 was a remedy for that issue with better support for multithreaded cpus. UE3 was designed for DirectX9 and 10 in mind and those also had weird limits when it comes to the ram usage. There were also no tessellation on dx9 or deferred rendering with TAA and dynamic lighting and shadows.
How does Unreal Engine 4 compare? Would it also run well on potatoes, or was this a limiting factor? Does it run better than Dagor?
With DX, does that mean it runs better than Dagor?
DX (DirectX) is just api that game need to use to translate data from your gpu into graphic pipeline and then back into what you see on the screen. Dagon is also using Directx you can pick DX11 or DX12. DX12 is performing worse because it’s not finished yet. I would rather use Vulkan than DX12 since it can create cache on a fly without any stutters well as long as you copy something like DXVK gplasync which is amazing for DX9/10 games like GTA IV you will double, triple or sometimes quadruple your fps vs DX9 rendering. I miss forward rendering since we could have MSAA which would make edges sharp as razor blade with deferred everything is blurry and you need 4k or 8k screen to remove that blur.
Why don’t they add this to Dagor?
Because they need to learn it from scratch it’s a different API not made by the Microsoft but Khronos Group and they would need to code it differently, it’s hard to teach a dog a new tricks, plus Vulkan documentation is not as detailed as one from DX11/12 and you just can’t ask your veteran coders that worked on dx11/12 for clues you need to solve it yourself which is a big time sink which may be not worth for the dev team.
It started with OpenGL where AMD had awful performance using that API and nobody had incentive to add it, then some day AMD got annoyed and cooperated with DICE to create Mantle API it was first used in BF4 if i’m not mistaken and could increase your framerate compared to the dx10 and 11 (DX9 was already obsolete by then), then it become it’s own thing as the Vulkan, even tho in my opinion it’s superior to DX12 almost nobody seem to want to use it.
Remember without Mantle API and AMD we wouldn’t have DX12, sadly DX12 leaves a lot to be desired and still haven’t matched Vulkan when it comes to performance.
If they were be using Vulkan API from the start they would solve most issues (and time) they had with the Steam Deck. Since Proton is just translating DirectX 9/10/11 into vkd3d or DirectX12 into vkd3d. Just saying.
if you want to learn about difference between engines, you should look at this first to get a feel of what game engines actually do and how they are different from each other.
I can’t find any videos describing the Dagor Engine, but it seems like for this type of game, the most bang for your buck is Unreal Engine 4, but effort is required for it to be successful.
dagor is relatively private engine(seems like they released their code few months ago), so you wont find many videos about it. at best you can check WT/dagor updates and compare its capabilities to unreal engine based on its capabilities.
overall it is vastly inferior to UE4 and UE5 cause:
- dagor is made by much smaller team
- epic has one of the best experts in the industry
- public can contribute tools/assets/learning material for UE(you can check marketplace here)
- there were numerous games made with UE through generations so it has expanded functionality when it comes to lots of genres of games. dagor on other hand is rather specialized for WT and even getting into fps is giving it problems (as seen in enlisted)
- cause of its popularity numerous bugs were fixed by other devs/public in UE
- you can develop game without almost any coding background in UE (idk about dagor)
Was Dagor made public to try to replicate the same success as well?
it was stealth released some 4-5 months ago and nobody actually knows what was the reason for its release cause there wasnt any news. there are some speculations out there, but like i said with no evidence.
i doubt that they are going UE route cause they didnt really advertise it, nor have i seen any learning materials.
if you want to play with it you can get it here https://github.com/GaijinEntertainment/DagorEngine
but it will be painful process of figuring it out. getting started with UE would be 100x faster.
Are any of the speculations logical?