First post, by silikone
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It is widely known among benchmarkers that Unreal Engine and Id Tech (3) each have their strengths and weaknesses, with the former being infamous for an insane amount of reliance on CPU horsepower.
Now, I wanted to delve into the reasons as to why, but all I could really find is that Id Tech is rather lazy on overdraw prevention, relying on the principle used since Doom. Unreal on the other hand is in many cases perfect down to the pixels when it comes depth simplification. A great example is mirrors. The very first room in Quake 3 showcases both a portal and a mirror in action, but they are otherwise used sparingly, owing to their impact on the performance. Unreal was not reluctant to throw reflective surfaces at you, managing to do so without stressing the graphics hardware too much.
Yet it is supposedly exactly these savings on the rendering side that end up handicapping Unreal Engine, while the brute force of fast GPUs absolutely destroy in Id Tech.
Is there additional information on the matter?
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