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tbh it depend on the dev
Also the Unity engine has other strengths then the Unreal Engine. So just because Genshin runs well in Unity doesn't mean Craftopia will as last time I checked Genshin has no automation or custom base building.
And same goes for Palworld its focus is different from Craftopio in the aspect of automation etc. So not even sure if the game would run better if they switch over to Unreal Engine.
ooh yeah im forgot when craftopia release the dev is just passionate amateur who just buy game asset and really don't understand what rigging is. the game is real definition of janky kusoge.
remember GENSHIN IMPACT exist and they run smoothly if you compare to other open world game using unity.
Genshin had $100 million invested into it during development and had the manpower and skillset to build their own rendering pipeline in order to get Genshin to run smoothly with Unity. Or kind of smoothly on mobile and last gen consoles.
I'm pretty sure that Craftopia doesn't have any of that.
https://steamcommunity.com/sharedfiles/filedetails/?id=3♥♥♥♥62070
https://steamcommunity.com/sharedfiles/filedetails/?id=3♥♥♥♥61927
At this rate it's like even if you do somehow increase the performance by twice the frames, and then somehow increase the graphics quality a bit (even if you do keep the style), you're still left to deal with the clunky gameplay. The first two of which I highly doubt it. Unity is just meh specially when you're trying to scale.
How did you even reach 60 fps on craftopia? Since the seamless update it runs REALLY bad, I'm struggling to keep 40 fps while even reaching as low as 25 if not more, despite every setting being at low.
Kinda frustrating because I like both games (both of them scratch a different kind of itch) and really like the spells on craftopia, but damn, the performance is killing the fun for me.
Unity has a different development pipeline than unreal does. Unreal is for people who like C++ and using a lot of visual scripting, and also do not like developing 2D games. Unity is for people who like using C# and like reading code, it's also for people who like engines that are actually properly developed for both 2D and 3D.
It is possible to make a poorly optimized game in any engine (it's easier than you'd think!)
The hard part is actually knowing how the engine works to optimize it for that buttery smoothness.
Does Palworld run better than Craftopia? Maybe, I'm not buying that ♥♥♥♥ unless I see some real updates, not just I-O-U's in the form of a roadmap. I was excited to be able to engage in gun-e-mon with forced labor, potentially with an actual end game from the get-go so that I could have my fun with the game too?
Should we really care which runs better? What really needs to happen is to have an actual conversation about this developer and them seemingly dropping low quality content updates.
The fact of the matter is, both of these games appear to be made with store bought assets and a LOT of duct-tape. I'm very used to developing games with duct-tape, I've made plenty of small tech demo games for myself when learning both unreal engine and unity. If the teams for either of these games had any real skill, they'd have fixed some of the most basic issues in less than a week.
Optimization? That's the hard part of game design, and it's even harder once a game is already out, considering you might break all of the textures in the game when trying to make it use less calls. I don't believe pocketpair is going to even touch the rendering systems at all to make the game run smoother, the only thing they could realistically do is optimize their files, which they can't do if they didn't make the models, textures, sound files, and effects in the first place.
The sad thing is Craftopia doesn't inherently look bad either. It just needs some graphical tweaking and it'd be on par with Palworld.
Edit:
Honestly the Craftopia/Palworld debacle has inspired me to try to make my own monster capture game, maybe one that's actually good from the get-go though. I have enough experience in making small projects, i'd probably be able to make an alpha in like a month or two. Maybe once I'm done my megaman style platformer i'll look into it.
People bring up Genshin alot, but for one Genshin achieves that performance by severely limiting the number of units on the screen at a time. Not only does this lesson the load on the gpu but the cpu as well since there's far less behaviours you need to calculate at any given time. Also ultimately there's still some bottleneck somewhere in Craftopia that preventing 100% gpu utilization.
If I recall correctly, shadows was a really big one. Turning them off completely massively improves performance. There's probably some other stuff I'm not remembering right now since I haven't touched Craftopia's settings for a while now.
Funny thing. The graphical ability of Unity you are defending is the part that Genshin tore out and replaced. They are not an example of how Unity works for most developers.