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Re:The Death of Unity by kllrnohj on Tuesday September 12, 2023 @04:31PM (#37487776)
Oxygen Not Included is a _significantly_ more complex simulation than Satisfactory is as ONI is doing gas movement & thermal transfer mechanics across a large 2D grid.

Now compare Satisfactory to its actual genre-appropriate competitor, Factorio, and suddenly Unreal looks like a pathic joke. Factorio scales _so_ much better it's absurd, but that's really down to the quality & focus of the simulations being added by the game developer. None of it has anything to do with the engine itself (well, except that Satisfactory is limited by the number of game objects it can place as a result of an Unreal Engine limitation...)

Re:The Death of Unity by TylerE on Tuesday September 12, 2023 @04:39PM (#37487913)
Now imagine Factorio in Unity. Do you expect that to be better or worse than factorio on unreal?
Re:The Death of Unity by kllrnohj on Tuesday September 12, 2023 @04:47PM (#37488043)
I'd expect it to be equivalent since the task the engines are doing is well within both of their respective capabilities.

The engine is not simulating any of the factory logistics, that's all going to be bespoke code by the game dev and so there's no major reason to expect unity or unreal to behave meaningfully different here.

Re:The Death of Unity by TylerE on Tuesday September 12, 2023 @04:59PM (#37488243)
Sure there is: C# is substantially less performant than C++ code.
Re:The Death of Unity by kllrnohj on Tuesday September 12, 2023 @05:13PM (#37488476)
C# has a pretty good FFI system that can call into C++ code. Unity itself does that, after all, it's not entirely written in C#
Re:The Death of Unity by TylerE on Tuesday September 12, 2023 @05:58PM (#37489119)
Factorio is insanely well optimized. Any overhead is going to be noticeable.
Re:The Death of Unity by ianlevesque on Tuesday September 12, 2023 @04:34PM (#37487822)
Haven’t played that one much. Thanks for the added color.