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Field note 19 / Engine room /

Three engines and a missing harbour.

I made Godot, Flax and Unreal run the same island route. One result was far too good to be true.

Actual Unreal development capture of a coastal route with unfinished land, pier and water
Actual Unreal benchmark capture. The unfinished terrain, water and lighting are visible here; this is a development test, not a finished island screenshot.

Apparently I needed to move the island through another three engines just to be sure.

I drove the same two-minute camera route through current whole-island builds in Godot, Flax and Unreal. On this machine they came out around 65–68, 107–108 and 90–92 frames per second respectively. Those numbers are useful for spotting trouble in each build. They are not a fair engine leaderboard: the materials, terrain, lighting and even the frame clocks still differ.

Godot then handed me a glorious 305 FPS. I looked at the screen and most of the harbour buildings had vanished. Fastest island in the world, provided I don't need the island. That run went straight in the bin.

Unreal is where I'm continuing the game for now. It already has useful game work behind it and the closest version of the look I want. I still need proper streaming tests, fewer hitches and an island that keeps all its buildings in view.

Actual Godot benchmark capture of the same coastal route, with white missing materials and visible terrain seams
The same route in the Godot test build. These are real prototype captures, including the white materials and terrain seams. This is not the invalid 305 FPS run.
Bleak
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