So, I visited the front page of Beyond Unreal a few moments ago and stumbled upon the following link.
[link]They are comparing Unreal Engine 3, a three (or more?) year old engine with the yet unreleased CryEngine 3. Now, I believe it's fairly obvious that that CryEngine would be the victor here (Unless the developers really manage to screw it UP). UE3 is three years old and CE3 isn't even released yet.
But how are they comparing the engines? Well, certainly not very acurately.
The first screenshot shown is probably the "most" acurate as they are both jungle settings. But still, the textures and materials are different, the lighting is different etc... The only way to truly compare engines with screenshots would be to render the EXACT SAME SCENE with either engine once. That would require the same models, materials, light setting etc which isn't done here at all. Some of the scenes compared with one another aren't even comparable!
I mean, in one screenshot there's a scene rendered in CE3 showing a fortress on a cliff above an ocean. It is night and rainy. The UE3 screenshot compared with this one is a bridge built from completely different material, different color, dawn and no rain. What made them compare these two? There's nothing to compare! The worst is probably the last picture where they compare the paralax mapping material (Which is a 2d-shader applied to a plain surface, made to look 3-dimensional). UE3 has this feature too, but instead they choose to compare it with a friggin' machine gun, and the ground isn't even paralax mapped! Those small pebbles are all modelled, they're polygons! They're actually comparing a 2d-material with a 3d-model? The hell?
The article doesn't bring up any specs either, so unless you've used both engines you won't really know what they each excell at or what their downsides are!
What I've gathered so far about CryEngine 2 (Yes, the OLD engine) is that it renders most things realtime. Of-course that also makes it a lot heavier for the CPU/GPU. UE3 on the other hand uses static lighting for the most part which means it can cast beautiful shadows with almost no performance loss. Static lightmaps however can't be used to create dynamic shadows which means that things like dynamic day/night cycle is a no go unless the developers can find a workaround (which usually can be found with a little creativity. Still it's more time consuming than letting the engine handle it for you instantly.).
However, full dynamic features will eat away your FPS and the engine will have to compensate that in some other way unless you want that FPS hit. Sometimes that means less detail in the environment, level of detail scaling (LOD) or a maximum render distance for objects. These can also be worked around depending on what kind of game and levels you are making.
What I'm saying is that whether you want your engine to look as good and realistic as possible or run as optimized as possible, you're going to run into different sorts of problems. All engines have their ups and downs after all and the article doesn't bring any of it UP.
It's frightening how ignorant some people commenting to that article are. Seriously, if you don't know anything about game development, DON'T OPEN YOUR MOUTH!
Someone even said he prefered CE3 because the TEXTURES in UE3 didn't look as crisp.
...
If you import those very same textures into UE3 they'd look IDENTICAL. If you however wanted to create materials (shaders) I wouldn't be surprised if there'd be differences. I remember some really impressive paralax mapping in one of the levels in Crysis, questions is, would they look as impressive in UE3?
The same guy even took character design into question when comparing the engines. That's art design and has NOTHING to do with the engine.
The third image in the article compares a large building rendered in CE3 with an old temple with some slight vegetation, rendered in UE3. Here the UE3 image looks a LOT better than the CE3 image. This doesn't have anything to do with the engines specificly, but rather the scene that has been set up poorly. Had the same scene been rendered with UE3 I doubt it would have looked any better.
So where did I want to go with all this? Well, don't open your mouth unless what you know what you're talking about (I half expect someone to tell me I'm wrong now! XD ).
Also, I've been sick this last week and just feel bored out of my mind. Probably wouldn't have bothered writing all this otherwise. >.>
Anyways, that's enough of my silly ranting. Why the hell are you readint this anyway?