Is Unity a victim of its own success, by attracting indie developers that aren't skilled in performance optimization? Perhaps.
It doesn't change the fact that having a game run on Unity throws up a big red flag if you care about performance, since it's not just the little indie games that are affected, but also many of the high-profile Unity games.
Unity haters are pretty much just PS4 owners right? Cause I've had no negative experiences on PC and phone unity games.
The majority of games running on Unity that I've played on PC have unfixable stuttering or frame-pacing issues, and often have a locked framerate. The situation is even worse on consoles.
Firewatch looks nice, but has massive performance issues. It can be running at 100 FPS then you turn the view 45° and it drops to the 40s.
Grow Home and Grow Up from Ubisoft haven't been mentioned yet but they both run on Unity, have really really simple geometry with some nice lighting and draw distance but are impossible to run smoothly on mid range hardware.
They have timing issues on high-end hardware too:
Last time I bought Grow Home I found the framerate is atrocious. Like lots of Unity Engine games, frametimes are inconsistent and then I asked for a refund.
[...]
I bought Grow Home again and found that this game is rendering 50 frames every second but then creating 60 new ones with only 50.
The post does claim to have a fix using CheatEngine to speed up the game though.
Don't blame the tool, blame the artist
At which point is its record of bad performance consistent enough that you can start blaming the tools though?
Lara Croft GO
Made with Unity, runs great even on mid-range phones and looks beautiful while doing so.
Yeah, I can't think why people don't like Unity games when I get awesome results like these:
Maybe not every single game running on Unity has problems, but the majority seem to.
If you're skipping a game like Inside or Gone Home for the sole reason that it's made on Unity you're not a smart person.
I love
Gone Home, but it still performs terribly. Cutting down the shadow distance (to the point that they pop in 6ft in front of you) helps performance a lot though.
Do you know why it is that so few games running in Unity seem to support Full-Screen Exclusive Mode?
I was under the impression that developers have to pick a fullscreen mode, so the game can only support Borderless
or FSE Mode, not both.
Or is that what you were showing with your image?
Here is a list of recent titles built on unity that run great and are generally considered good games.
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Don't blame the engine, blame the devs - it's up to them to ensure their project runs correctly on any given platform, the engine is simply a base to speed production.
Many of these games are not yet released, or have performance issues.
Some of them do run well though, from what I remember.
Ori and the Blind Forest
Some might not make good use of the engine, but there are plenty of others that can still make it work.
It's capped at 60 FPS and stutters all the time.
Err... What's wrong with using Unreal for a small game?
It directly eats into your profits, which may be significant unless you get lucky and have a runaway success.
Even then, developers like Fullbright (
Gone Home) have said that they are sticking with Unity because they are comfortable with the engine and don't want Epic taking a share of their profits at all.