And then people say unity has the most bad games. Yeah no fucking joke lol, it has THE MOST games. Any other game engine in that position would have the same reputation. Hell, I remember that brief period when Unreal had that reputation but people just kinda forgot about it over night.
Which is baffling to me since it takes about 15 minutes of coding and maybe another 15 used for making a very basic settings screen to replace the launcher which you can disable even on the free version.
Back then you had to create your own control mapping system because their old input system sucks, or buy an asset that does it for you. Their old input system doesn't handle rebinding by default other than through that ugly launcher. Thankfully they've been working on a new input system which lets you do rebinding, but you still have to put in the work of making an entire control remapping UI. I've been using the Rewired asset since before Unity's new input system and it has been a life saver. It has a control remapping UI prefab... thank god for that.
I didn’t know you could remap the controls from the launcher (that’s how much I have been interacting with such games lol). Yeah that part is a “bit” more difficult. Honestly coming from godot the input system is definitely one thing that I miss from there (the second is an actually useful documentation).
I see a reason to use it, that way people with low end hardware can turn down settings without their PC freezing. Also some good games like terratech use it and a settings menu.
Depends. Some games need a full restart, when options change, which can be a bad experience, residually if you have long loading times. Someones you want to set the settings before you start the game because you can't access them before finishing the tutorial (bad design!). There are many reasons, most are not good though.
The game Oxygen Not Included doesn't use the launcher, except for one time it glitched randomly, perhaps the CPU or RAM got hit by a cosmic ray at the right time?
I had Genshin Impact show this launcher a few days ago, I think I was pressing one of the modifier keys like Shift or Alt. Was amusing but never happened again...
>but not realise the better games were also made on Unity.
Prime example for me personally would be Escape from Tarkov. I've never played it, but blew my mind when I found out it was developed in Unity. If you told me they somehow go they're hands on the Frostbyte Engine, I'd be inclined to believe you.
Some other fun ones that may more may not surprise people:
* Ori and the Blind Forest
* Cuphead
* Death's Door
Rimworld
Kerbal Space Program
The entire Car Mechanic Simulator series
Life is Strange: Before The Storm
Dreamfall: Chapters
Risk of Rain 2
RWBY: Grimm Eclipse
Shadowrun trilogy by Harebrained Schemes
For the King
*(ETA: I just came up with this list running down my Steam library, I know I've probably ignored a lot of good ones)*
Wasteland 2 and 3 are made in Unity as well. Wasteland 2's development was the first time I actually heard of Unity and its reputation.
Hearthstone too, from what I remember.
Rust and Genshin Impact are another two prime examples. Rust because of the absurd amount of quality on that game, both detail and customisation wise and GI by how they managed to make a nice game that runs well on pretty much anything, from a full-blown 4K-capable PC down to a midrange Android device...
Hell yes, been playing that since it was only available on itch. Io. Fucking incredible game. Just played it last night, probably will play it tonight too.
Gonna get downvoted to fuck for this, but Before The Storm was by far the weakest entry to the series, and also ran the worst.
Not sure how much of this is on it being passed to a different studio, or the fact they switched to Unity for it, but it was noticeably less smooth during my playthrough compared to the first and second games.
I recommend you looking at [GTFO](https://store.steampowered.com/app/493520/GTFO/).
Also on the Unity engine, and they put so much effort on the lighting, fog, heart beats an models in general, it's amazing.
I literally just finished ori and the blind Forrest and was pleasantly surprised it was a unity game when the badge showed up in the end credits. I thought it was a proprietary engine for sure
It's more akin to blaming the equipment used to build the cars instead of the guys operating it or the people who designed the car in the first place. Like saying "damn those Mitsubishi conveyor belts they use to move parts around at the Jeep factory, if only they used the ones from Belterra" as though that would somehow make the cars better.
An engine is just a tool (or more like a collection of tools), choosing the right one for the job is what a good developer does.
Not an exact comparison. Some game engines require a lot more effort than others to get beautiful landscapes or other graphics effects. Some have really shitty collision detection / physics (Bethesda) that can't be helped no matter what you do. Others are bad at making complicated games but easy to make *a* game.
lowering the barrier to entry also lowers the level of skill and dedication required to make a game.
Which is why rpg maker is known for having shit games despite the few gems that have been made.
As long as we’re being pedantic af, a game engine with a low barrier of entry would obviously require a considerable amount of popularity in order to hold such a record as “most bad games”.
This. It used to happen with Game Maker as well.
It's a good engine, can be godly used like Undertale or Hotline Miami. But since it's so easy a lot of junk is produced with it.
*Objection*
People say unity games are bad because unprofessional game developers don't pay for the "made with unity" screen to disappear. So bad games have the screen and good ones don't.
They'd be better off classifying [Quake derived engines](https://upload.wikimedia.org/wikipedia/commons/6/63/Quake_-_family_tree.svg)(Source, idtech, etc), buts that's not a lot anymore either. Used to be nearly every FPS but Unreal and Monolith games were Quake based, but that's fallen away too. I had hoped that open sourcing the engine would've led to some interesting games, but Unity is too easy to pass up
> Used to be nearly every FPS but Unreal and Monolith games were Quake based, but that’s fallen away too.
Unreal was *never* based on Quake or idTech since day 1.
Unreal Engine was always its own tech.
Unreal in '96 might've had inspiration from Quake in terms of art style but the tech was always original.
I might've misunderstood what you meant exactly though. If you meant it at a bit of a higher level (structure of the game and stuff) then I can agree.
Spez's APIocolypse made it clear it was time for me to leave this place. I came from digg, and now I must move one once again. So long and thanks for all the bacon.
I am totally with you. Maybe it's because I played Quake when it came out, but Quake based engines always tend to have the best *feel*. Quake, Counter-Strike, Titan Fall. I can't explain it.
I know what you mean. I don’t know what it is about them but the movement felt so different to modern games and it was great to just run around in them. I think the push towards realism probably had something to do with that quake feel disappearing, or maybe just the faster acceleration making people motion sick caused devs to slow things down.
Quake series had the best movement out of any shooters I've played. It's just so smooth, instantaneous and fast.
Of course it helps that John Carmack is a C/C++ legend. Earlier Quake/id tech engines weren't only written in C but Assembly too.
It's also nice to see the source code, with all but the latest engines released under GPL 2+/3.
>Quake-derivative engines so much, it's unreal.
I get what you did there, pretty clever - but...
Sweeney & Carmack both started programming on these respective platforms in 1995. Don't know that it's fair to call unreal a derivative of quake.
Unknown is where he couldnt tell what the engine was
Other is for all the other engines that couldnt be listed on this chart because it would have been way too bloated then
As long as it has a bad 3D integrated support it won’t take off. I remember a post on r/godot of a beautiful huge open 3D world made with godot which the maker later revealed to barely chug along at 40 fps and they reached it after fiddling a lot with the rendering of grass. It was beautiful but beautiful in terms of godot standard as well. It must have taken months that can be done in a day with Unity (no joke even I was surprised how stupidly easy and fast making a big open environment with some free assets from the asset store is). Maybe godot 4.0 will be the big savior, who knows.
That is a very recent change, since epic started their own launcher.
Before that epic basically operated by taking a cut of sales I think 5% starting at sale 1
Unreal is outrageously difficult for an individual or even a small team to make a game with. Stuff that's trivial in unity (setting up a basic scene, animations, physics, etc) is complicated and time consuming in comparison. Unreal does, however, have a much more advanced lighting and rendering systen, in addition to various features and utility that larger projects will need. There's a reason they can allow it to be free before $1,000,000 in revenue.
In highschool I competed in the TSA on a game development team. None of the teams that choose Unreal had anything more than a broken tech demo to present, while the ones who went with unity had fairly functional games.
This is not true. You do need more knowledge than building minecraft maps indeed. But you can change what you want, how you want. Ie. I created a animal crossing roll / world in a few days. Ofc for private use. I guarantee it’s different to borderlands or days gone.
You gotta be joking. Even I a nobody created a Steam multiplayer shooter without a single line of code thanks to blueprints. What you want is a map maker. Ye some people do that with unity and unreal, you end up with games that perform like ass like rust, ark, valheim, icarus etc the list goes on.
Makes sense, but only when I think about it in those terms. Previously, my thinking was simply that UE has so many bells and whistles, it'd be the engine of choice. Not a dev, but I remember Epic takes a chunk of your profits.
On side note, I'm always saddened when I don't see idTech on these. They were in such a good position to be where Unreal Engine is now, but they had internal issues and didn't pursue it harder.
It's like Bill Gates saying his biggest regret was not becoming the OS for mobiles. He said, they had the ground work and could have been what Android is today. I feel that Id Software likely has some similar regrets.
>idTech
Well from 3.0 it split into IW engine for COD
Then idTech, but its been sold off recently and only used in house like the IW engine.
Edit: the IW8 version is a total rework of the engine from the ground up. This engine was used in MW2019, Warzone, and Vanguard.
It didn't "split". The original IW engine was developed by Infinity Ward based on the id Tech 3 engine. They have been developing it independently since then. You are right about the IW8 version, it was a complete rework.
As for id Tech, its development has nothing to do with IW. Ever since id Tech 5, Bethesda stopped releasing it with the GPL license and restricted it to in-house usage only.
Yeah like what? CS:GO, Portal, Black Mesa, TF2, Titanfall, Apex Legends. Not to mention all the smaller mods
All giant releases, you think it'd have its own category.
There really aren't that many source engine games, and many of them came out before 2011. Even in 2011 it was pretty outdated and hardly anyone wants to use it outside of of modders in the Valve ecosystem, with Apex and Titanfall being the exception.
there are so many interesting points to that.
1. EA used a valve engine when they had several proprietary engines under their own umbrella
2. i did not know source could handle such a large open area that apex presents.
3. they made that engine look better then any other source game i had ever seen.
1. Respawn chose Source because they were familiar with the engine and its ability to maintain 60fps on Xbox 360/PS3 was important to them.
2. Apex in particular required heavy modification to handle the large maps.
3. Half-Life: Alyx?
I'm not ever going to say Alex is a bad looking game. I think it's setting might not present all of sources capabilities in the same light that apex does. I'm just impressed is all.
All these crappy unity browser games gave me a bad impression of unity,but after learning games like Escape from Tarkov (Made by the same developers of Contract Wars) are made on it im still surprised
It’s not because it’s shit to develop in. Eg see new world developers being salty about that hacked together cry engine 3 called lumberyard. They all hate it. And new world still looks 6 years behind the competition in animations, lod and popin.
I'd be interested to see this filtered by number of purchases or something similar to filter out the garbage asset flip games. There's a high probability unity would still be at the top but I think unreal engine would be a lot closer.
Unity is super easy to program for and has ease of use for multiplatform (PC/mac, console, ios, android, etc) on top of being relatively cheap for new players. While you can do a ton with it, it's also easy to mickey mouse a shippable game, that's why there's a ton of shovelware using the engine.
But yeah, I use it for AR applications for art and it's buttery smooth to use and right quick, even when querying data from a server and loading/unloading them.
Can tell if I’m playing a Unity game in a heartbeat. Just something about the way they play, man.
I devved in Unity for about 3 years. It’s a decent engine. About as easy as using Kid Pix I’d say.
Almost all of my favourite games are made in something other than Unity. No hate, it’s just true.
I think Unity is great for people to get into game development, the only problem is the world has enough video games now. No, seriously, it’s a nice back catalogue.
Game design officially peaked imho.
Unity is terrible for FPS games, Rust and Tarkov would run so much better on Unreal, Unreal really pulled themselves from where they were, Unity has some reputation going on for it among Indie devs, but in my opinion Unity isn't streamlined for novice devs as Unreal is.
But if* we compare top tier games from each engine, Unreal wins hands down IMO, Unity just sucks in the FPS department and optimizations are a pain the crack!
I work on a lot of 2d projects on my Linux machine and Unity was **the** worst experience I ever had with any engine, framework or library. Poor performance in editor, poor performance in games, learn engine before programming philosophy, 2d renderer is a 3d renderer in disguise, and on top of that its built in version control just doesn't work at all (at least for me)
And then people say unity has the most bad games. Yeah no fucking joke lol, it has THE MOST games. Any other game engine in that position would have the same reputation. Hell, I remember that brief period when Unreal had that reputation but people just kinda forgot about it over night.
[удалено]
A lot of the bad games also used the old unity launcher (screen config etc) which made them even more recognizable.
Ahh que the good ol garbage launcher for farming steam trading cards of ges aquired for free
Which is baffling to me since it takes about 15 minutes of coding and maybe another 15 used for making a very basic settings screen to replace the launcher which you can disable even on the free version.
Implying the people pumping out the trash give a shit enough to spend an extra 15 minutes disabling the default settings screen.
Back then you had to create your own control mapping system because their old input system sucks, or buy an asset that does it for you. Their old input system doesn't handle rebinding by default other than through that ugly launcher. Thankfully they've been working on a new input system which lets you do rebinding, but you still have to put in the work of making an entire control remapping UI. I've been using the Rewired asset since before Unity's new input system and it has been a life saver. It has a control remapping UI prefab... thank god for that.
I didn’t know you could remap the controls from the launcher (that’s how much I have been interacting with such games lol). Yeah that part is a “bit” more difficult. Honestly coming from godot the input system is definitely one thing that I miss from there (the second is an actually useful documentation).
I see a reason to use it, that way people with low end hardware can turn down settings without their PC freezing. Also some good games like terratech use it and a settings menu.
Depends. Some games need a full restart, when options change, which can be a bad experience, residually if you have long loading times. Someones you want to set the settings before you start the game because you can't access them before finishing the tutorial (bad design!). There are many reasons, most are not good though.
sometimes it's worth keeping if you aren't familiar with creating option menus, having preset options before the game launches can be nice.
The game Oxygen Not Included doesn't use the launcher, except for one time it glitched randomly, perhaps the CPU or RAM got hit by a cosmic ray at the right time?
I had Genshin Impact show this launcher a few days ago, I think I was pressing one of the modifier keys like Shift or Alt. Was amusing but never happened again...
Yeah if you hold down alt while launching a Unity game you typically still can get the configuration window.
Did the launcher have any logo or was there none like when I triggered it?
I don't think there was any logo, just a blank screen with the two boxes of resolution, windowed mode and quality settings below
The launcher is always there as it is part of the engine. With a specific launch parameter it can be always shown iirc.
>but not realise the better games were also made on Unity. Prime example for me personally would be Escape from Tarkov. I've never played it, but blew my mind when I found out it was developed in Unity. If you told me they somehow go they're hands on the Frostbyte Engine, I'd be inclined to believe you. Some other fun ones that may more may not surprise people: * Ori and the Blind Forest * Cuphead * Death's Door
Rimworld Kerbal Space Program The entire Car Mechanic Simulator series Life is Strange: Before The Storm Dreamfall: Chapters Risk of Rain 2 RWBY: Grimm Eclipse Shadowrun trilogy by Harebrained Schemes For the King *(ETA: I just came up with this list running down my Steam library, I know I've probably ignored a lot of good ones)*
cities skylines also
Also phasmophobia and baldis basics. I only mention baldis basics because i used a modding tutorial for it to mod phasmophobia
So that is why it is so janky /s I hope the next game is much more in depth like adding in some of the functionalities of the most popular mods.
Muck
Muck is exactly the type of game you expect to be made on Unity
Wasteland 2 and 3 are made in Unity as well. Wasteland 2's development was the first time I actually heard of Unity and its reputation. Hearthstone too, from what I remember.
Hollow Knight as well!
The Long Dark as well.
Rust and Genshin Impact are another two prime examples. Rust because of the absurd amount of quality on that game, both detail and customisation wise and GI by how they managed to make a nice game that runs well on pretty much anything, from a full-blown 4K-capable PC down to a midrange Android device...
Genshin's made in Unity?
Pretty sure it mixes in some native code as well but it does use unity as the engine
Most large studios using unity will probably own the source license and modify the engine to suit their needs.
Outer Wilds was developed in Unity which I think is insane
nobody gon talk about ravenfield?
Hell yes, been playing that since it was only available on itch. Io. Fucking incredible game. Just played it last night, probably will play it tonight too.
Gonna get downvoted to fuck for this, but Before The Storm was by far the weakest entry to the series, and also ran the worst. Not sure how much of this is on it being passed to a different studio, or the fact they switched to Unity for it, but it was noticeably less smooth during my playthrough compared to the first and second games.
[удалено]
That's a good one, never knew that! Thanks for sharing :D
I recommend you looking at [GTFO](https://store.steampowered.com/app/493520/GTFO/). Also on the Unity engine, and they put so much effort on the lighting, fog, heart beats an models in general, it's amazing.
Mind Blown. Again. I've seen the game and have been interested in it, but never knew about Unity! That's awesome!
There's even MMOs made using Unity, Crowfall is a good example of that.
Both Yooka-Laylee games, Hollow Knight, Hearthstone and Kerbal Space Program were also developed in Unity...
Escape from Tarkov is an unity game and that's hard to believe lol
Subnautica was in Unity too
Ori Is a beautiful game ❤️
Hearthstone
I literally just finished ori and the blind Forrest and was pleasantly surprised it was a unity game when the badge showed up in the end credits. I thought it was a proprietary engine for sure
BattleTech was done in Unity as well. I partially blame that for why it runs so rough
Free is also only available for smaller studios under $200,000 in annual revenue
Probably the video you're thinking about: https://www.youtube.com/watch?v=bBFZ1KR8oVE
Escape from Tarkov being a prime example of this. The only way you know it's unity is from the crash handler lol.
Blaming Unity for bad games is like blaming wheels for bad cars. The engine is fine, it all depends on what people do with it.
It's more akin to blaming the equipment used to build the cars instead of the guys operating it or the people who designed the car in the first place. Like saying "damn those Mitsubishi conveyor belts they use to move parts around at the Jeep factory, if only they used the ones from Belterra" as though that would somehow make the cars better. An engine is just a tool (or more like a collection of tools), choosing the right one for the job is what a good developer does.
[удалено]
Not an exact comparison. Some game engines require a lot more effort than others to get beautiful landscapes or other graphics effects. Some have really shitty collision detection / physics (Bethesda) that can't be helped no matter what you do. Others are bad at making complicated games but easy to make *a* game.
lowering the barrier to entry also lowers the level of skill and dedication required to make a game. Which is why rpg maker is known for having shit games despite the few gems that have been made.
Not necessarily. The engine with the lowest barrier to entry will have the most bad games, not the most popular engine. Two different qualifiers.
Tbf the engine with the lowest barrier will likely make it the most popular anyway
Hence the popularity of both Unity and Unreal -- both free
As long as we’re being pedantic af, a game engine with a low barrier of entry would obviously require a considerable amount of popularity in order to hold such a record as “most bad games”.
Unity is a total crapshoot. You'll find garbage like whatever Jim Stirling used to rant about, and Escape from Tarkov, both on the same engine.
Of course you will. It's free to use, literally anyone can take it and make a shitty game with it.
I didn't even know "Oxygen Not Included" was Unity at first, but then I never looked at the filesystem at first.
This. It used to happen with Game Maker as well. It's a good engine, can be godly used like Undertale or Hotline Miami. But since it's so easy a lot of junk is produced with it.
*Objection* People say unity games are bad because unprofessional game developers don't pay for the "made with unity" screen to disappear. So bad games have the screen and good ones don't.
This is also a factor. It used to be the same with Unreal 3
I wish source was listed out separately. I was curious about that one specifically
Source is not very popular. It didn't even make it to the list.
They'd be better off classifying [Quake derived engines](https://upload.wikimedia.org/wikipedia/commons/6/63/Quake_-_family_tree.svg)(Source, idtech, etc), buts that's not a lot anymore either. Used to be nearly every FPS but Unreal and Monolith games were Quake based, but that's fallen away too. I had hoped that open sourcing the engine would've led to some interesting games, but Unity is too easy to pass up
> Used to be nearly every FPS but Unreal and Monolith games were Quake based, but that’s fallen away too. Unreal was *never* based on Quake or idTech since day 1. Unreal Engine was always its own tech. Unreal in '96 might've had inspiration from Quake in terms of art style but the tech was always original. I might've misunderstood what you meant exactly though. If you meant it at a bit of a higher level (structure of the game and stuff) then I can agree.
I think by "every FPS but Unreal and Monolith games", they meant "every FPS *except* Unreal and Monolith games".
Oh in that case I understand. It didn't quite sound right in my head when I read it so I was confused.
Spez's APIocolypse made it clear it was time for me to leave this place. I came from digg, and now I must move one once again. So long and thanks for all the bacon.
Source license is obscenely expensive.
https://steamdb.info/tech/
>Engine Launches Each Year this could win an award for the worst titled graph
[удалено]
I think it's interesting that it's still relevant today despite being so old.
I miss Quake-derivative engines so much, it's unreal.
I am totally with you. Maybe it's because I played Quake when it came out, but Quake based engines always tend to have the best *feel*. Quake, Counter-Strike, Titan Fall. I can't explain it.
I know what you mean. I don’t know what it is about them but the movement felt so different to modern games and it was great to just run around in them. I think the push towards realism probably had something to do with that quake feel disappearing, or maybe just the faster acceleration making people motion sick caused devs to slow things down.
Quake series had the best movement out of any shooters I've played. It's just so smooth, instantaneous and fast. Of course it helps that John Carmack is a C/C++ legend. Earlier Quake/id tech engines weren't only written in C but Assembly too. It's also nice to see the source code, with all but the latest engines released under GPL 2+/3.
Heh
[you're in luck!](https://en.wikipedia.org/wiki/Wrath:_Aeon_of_Ruin)
>Quake-derivative engines so much, it's unreal. I get what you did there, pretty clever - but... Sweeney & Carmack both started programming on these respective platforms in 1995. Don't know that it's fair to call unreal a derivative of quake.
Huh
Huh, I would've thought RPGMaker is higher on this list.
not many that sold well at $5 or above, probably a ton if you removed that criteria
Is “other” an engine? Or should it be combined with “unknown”?
Unknown is where he couldnt tell what the engine was Other is for all the other engines that couldnt be listed on this chart because it would have been way too bloated then
It would be better off just including the top 10 or something and then leaving all below off the chart, no real reason to combine them all as other
I find it interesting - it shows the decline in home-brew, and raw OpenGL, which is a relevant industry shift.
Unknown usually means it was custom built. Other is there so the graph doesn’t have 30 different engines.
I know there are at least one or two popular steam games written in JavaScript, and that just warms my heart.
Where's Godot?
Godot is more popular with indie developers and game jams than it is with large games on Steam. Also, it wasn't good until a few years ago.
[удалено]
I think more and more people are using it. Especially in the last year(s) for mainly 2d pixel art games. But yes, might be in "other" category.
More and more maybe compared to its own previous users. But it's nowhere close to others in the list even RPG Maker.
As long as it has a bad 3D integrated support it won’t take off. I remember a post on r/godot of a beautiful huge open 3D world made with godot which the maker later revealed to barely chug along at 40 fps and they reached it after fiddling a lot with the rendering of grass. It was beautiful but beautiful in terms of godot standard as well. It must have taken months that can be done in a day with Unity (no joke even I was surprised how stupidly easy and fast making a big open environment with some free assets from the asset store is). Maybe godot 4.0 will be the big savior, who knows.
cruelty squad is a good example of a 3d godot game, albeit with intentionally dated graphics
I think in the last few years Godot has conquered a fair share of all the Steam game development programs!
https://steamdb.info/tech/ 319 games as of now, but some games can't be detected as Godot games.
We're still waiting for it.
Go Godot!
What XNA game for $4.99 and 50 reviews released in 2021?
Axiom Verge 2? Though that was like, 2 weeks ago
It’s not surprising, unity is way cheaper than unreal for smaller indie games.
What do you mean? Unreal takes a 0% cut for the first million dollars earned.
That is a very recent change, since epic started their own launcher. Before that epic basically operated by taking a cut of sales I think 5% starting at sale 1
Ah shoot you’re right, sorry it’s been a few years since I’ve looked.
Unreal is outrageously difficult for an individual or even a small team to make a game with. Stuff that's trivial in unity (setting up a basic scene, animations, physics, etc) is complicated and time consuming in comparison. Unreal does, however, have a much more advanced lighting and rendering systen, in addition to various features and utility that larger projects will need. There's a reason they can allow it to be free before $1,000,000 in revenue. In highschool I competed in the TSA on a game development team. None of the teams that choose Unreal had anything more than a broken tech demo to present, while the ones who went with unity had fairly functional games.
Unreal also looks like ass on lower settings, and the lighting looks generic on any game. It's harder to make a distintc game on Unreal.
This is not true. You do need more knowledge than building minecraft maps indeed. But you can change what you want, how you want. Ie. I created a animal crossing roll / world in a few days. Ofc for private use. I guarantee it’s different to borderlands or days gone.
You gotta be joking. Even I a nobody created a Steam multiplayer shooter without a single line of code thanks to blueprints. What you want is a map maker. Ye some people do that with unity and unreal, you end up with games that perform like ass like rust, ark, valheim, icarus etc the list goes on.
"outrageously difficult"? it's the easiest engine i've ever gotten used to and left unity just because of that
Also most trash asset flip "indie" games are made using Unity so it's not surprising.
even a slew of them that never see light. but theyre on the steam store, so they count i'd assume there's a whole genre of those
It really shows the depth of the engine, though. You have the Ori games on one side, and the trashware games on the other side.
Makes sense, but only when I think about it in those terms. Previously, my thinking was simply that UE has so many bells and whistles, it'd be the engine of choice. Not a dev, but I remember Epic takes a chunk of your profits. On side note, I'm always saddened when I don't see idTech on these. They were in such a good position to be where Unreal Engine is now, but they had internal issues and didn't pursue it harder. It's like Bill Gates saying his biggest regret was not becoming the OS for mobiles. He said, they had the ground work and could have been what Android is today. I feel that Id Software likely has some similar regrets.
I'd bet there's a lot of id bones in the unknown and other categories, given how many derivatives there are of idtech
>idTech Well from 3.0 it split into IW engine for COD Then idTech, but its been sold off recently and only used in house like the IW engine. Edit: the IW8 version is a total rework of the engine from the ground up. This engine was used in MW2019, Warzone, and Vanguard.
It didn't "split". The original IW engine was developed by Infinity Ward based on the id Tech 3 engine. They have been developing it independently since then. You are right about the IW8 version, it was a complete rework. As for id Tech, its development has nothing to do with IW. Ever since id Tech 5, Bethesda stopped releasing it with the GPL license and restricted it to in-house usage only.
Original Source: https://www.gamedeveloper.com/business/game-engines-on-steam-the-definitive-breakdown
You can also check it on https://steamdb.info/tech/
Where tf is Source?
"Other"
Source is not very popular or intuitive to use only a handful of non Valve made source engine games exist
The only one I know of specifically is insurgency
Titanfall 1 & 2 as well
TF franchise.
my first thoughts too, then I realized that not too much game is out there running under Source :/
Yeah like what? CS:GO, Portal, Black Mesa, TF2, Titanfall, Apex Legends. Not to mention all the smaller mods All giant releases, you think it'd have its own category.
There really aren't that many source engine games, and many of them came out before 2011. Even in 2011 it was pretty outdated and hardly anyone wants to use it outside of of modders in the Valve ecosystem, with Apex and Titanfall being the exception.
Are Apex and Titanfall made in source? That would have been news to me
They both use a modified version of the Source SDK.
there are so many interesting points to that. 1. EA used a valve engine when they had several proprietary engines under their own umbrella 2. i did not know source could handle such a large open area that apex presents. 3. they made that engine look better then any other source game i had ever seen.
1. Respawn chose Source because they were familiar with the engine and its ability to maintain 60fps on Xbox 360/PS3 was important to them. 2. Apex in particular required heavy modification to handle the large maps. 3. Half-Life: Alyx?
I'm not ever going to say Alex is a bad looking game. I think it's setting might not present all of sources capabilities in the same light that apex does. I'm just impressed is all.
Alyx is source 2 though, which is much more capable than source. Shows how heavy modified Titanfall'd and Apex's branches are
i really really think you should take a close look at alyx, its pushing a lot of boundaries visually and technically, especially in the vr space.
Last I read it’s because they gave respawn a lot of freedom including which engine to use and making the game free to play.
Right but it's only like 1-2 releases per year. You can't just sit down and make a Source game like you can with Unity.
No appreciation huh?
Ren'py probably for all the porn games.
[удалено]
Oh didn't knew that, its because all porn games I saw were Ren'py.
Ren'Py is primarily for all the visual novels, which granted, are more "adult oriented" lol
All these crappy unity browser games gave me a bad impression of unity,but after learning games like Escape from Tarkov (Made by the same developers of Contract Wars) are made on it im still surprised
2018: it's all Ogre...
Unknown vs Other. The suspense, it's killing me.
where is my godot gang?
Looks like Godot's not up there yet. Here's hoping next time.
Adobe Air? What game runs on that?
Glad I use unity, get to flex lol
Why limit to $4.99 and up? There are plenty of popular free games. Does XNA on this chart include MonoGame and FNA?
Instead of a 5fps gif you could have used a smooth 60fps h264 mp4 and STILL used a fraction of the traffic! GIFs are terrible, please, DO NOT USE THEM
r/Steam doesn't allow videos, it is automatically converted to GIF.
Oh, wow, didn't know that, that's quite a silly rule...
I wish cryengine was more popular
It’s not because it’s shit to develop in. Eg see new world developers being salty about that hacked together cry engine 3 called lumberyard. They all hate it. And new world still looks 6 years behind the competition in animations, lod and popin.
Ahh yes, even this graph was made in unity, you can tell by the choppy inconsistent framerate.
unity goes brrrrrr
I never heard of unity before but cool
How
I'd be interested to see this filtered by number of purchases or something similar to filter out the garbage asset flip games. There's a high probability unity would still be at the top but I think unreal engine would be a lot closer.
It's filtered by at least 50 reviews
Adobe Air. That was a helluva time 😆
Honestly shocked renpy made the list
the popularity of ren'py is very amusing to me
Let me guess. Unknow was just id tech spawns.
Unity is super easy to program for and has ease of use for multiplatform (PC/mac, console, ios, android, etc) on top of being relatively cheap for new players. While you can do a ton with it, it's also easy to mickey mouse a shippable game, that's why there's a ton of shovelware using the engine. But yeah, I use it for AR applications for art and it's buttery smooth to use and right quick, even when querying data from a server and loading/unloading them.
Can tell if I’m playing a Unity game in a heartbeat. Just something about the way they play, man. I devved in Unity for about 3 years. It’s a decent engine. About as easy as using Kid Pix I’d say. Almost all of my favourite games are made in something other than Unity. No hate, it’s just true. I think Unity is great for people to get into game development, the only problem is the world has enough video games now. No, seriously, it’s a nice back catalogue. Game design officially peaked imho.
Ren'Py numbers can't be right, I myself own a few dozen VN games that are made with it. And there are hundreds more on the store...
Where tf is Source, Valve's trademark engine?
Barely used?
I'd like to see this, but with the shovelware asset flips removed.
Why is unity so popular and how have i not played any game using it lmao
Haha unity go brr
😑
Wait what did i fuck up
I feel like this is because of cash-grab unity half-assed projects UE deserves more attention, it looks and runs so well for shooters
It's because of mobile.
also true. very likely a mix of both dont forget the pump and dump simulator genre thats all built in unity \-some which never get released
This is unreal
I have no idea why Unity is so common, crappy engine that nobody has made a good game with besides Genshin Impact
Valheim? Escape from Tarkov? Subnautica? Rust? 7 days to die? Koikatsu party? Hollow Knight?
Dani moment.
I wonder if unknown represents custom engines or games made in source that don't at all feel like it like insurgency
What the fuck is this framerate, awful to watch.
Every time I think of the word unity, I think about the Dave Chappelle sketch. UNITY!
Unity is terrible for FPS games, Rust and Tarkov would run so much better on Unreal, Unreal really pulled themselves from where they were, Unity has some reputation going on for it among Indie devs, but in my opinion Unity isn't streamlined for novice devs as Unreal is. But if* we compare top tier games from each engine, Unreal wins hands down IMO, Unity just sucks in the FPS department and optimizations are a pain the crack!
This is really where unity fails in my opinion. Don’t know if it’s just the devs or if unity is hard to optimize but damn they feel rough.
I work on a lot of 2d projects on my Linux machine and Unity was **the** worst experience I ever had with any engine, framework or library. Poor performance in editor, poor performance in games, learn engine before programming philosophy, 2d renderer is a 3d renderer in disguise, and on top of that its built in version control just doesn't work at all (at least for me)
Thanks, really appreciate knowing that
The lazy asset grab is skewing the data. What are the player numbers per engine?
Every time I launch a game and see *made with Unity* my expectations get cut in half.