However Unity now is capable of supporting such kind of productions, with the respective increase in learning complexity and development teams scalability,
"Oddworld: Soulstorm at Unity GDC 2019"
https://www.youtube.com/watch?v=a8uAUPGZb3I
"The Heretic short film"
https://www.youtube.com/watch?v=iQZobAhgayA
Using such engine for a basic 2D tiles game or shooter is already over budgeting.
> If you're doing a one-person project relying on procedural generation and pixel graphics, you might be more productive with a much simpler game engine with a much shorter code-build-run loop
So I presumed you were saying "Unity is as bad as Unreal in these regards."
I personally prefer Godot, its node structure makes sense with my mental model of the games I tinker with. And it has enough there that if I did decide to ever finish a game, I could. That's all I need.
The question is rather what one can conveniently do with it, in the context of the given game, when compared to a big-name engine.
Possibly, for non-demanding games, smaller engines are a good tradeoff between performance/features and cost. Godot, for example, is free, but AFAIK it doesn't have a very efficient culling (yet)¹, so for smaller games, it may still be worth the savings.
I actually get your point but I don't think you should frame the differences as a sales pitch. Most probably people interested are engineers looking for some innovation. So the question is not "why use this" but instead "why is this interesting"
With Stride it is kind of similar. I don't expect an open-source engine to have the same set of features as Unreal, but they should tell me what they think they are good at! Especially in comparison to Godot, which is a direct competitor in the open-source landscape.
The page talks a big game, and makes big claims. So honestly I'm a bit sceptical :/
* ECS is built in, not tacked on (unity DOTS)
* Also supports unity/ue actor model style
* Gives you complete control over rendering, access to opengl/vulkan/d3d12 context
* Built in scene streaming (stream objects in and out as needed, similar to UE5 terrain chunking
* Fully built in C#, runs on .NET 5 (xplat), and uses the latest version of C#. I don't know which version unity is stuck on
* The "engine" is just a tool, you can use stride as a framework and make a code-only project (my personal reason for using it when I do)
* MIT license
* Aysnc scripting capabilities
* Technically supports dev on linux (code-only)
* FOSS
* On top of all that it was developed by Silicon Studios, a company that actually makes money off of real-time rendering
Why can't you stand this mentality?