Choosing The Right Engine in The Virtual Reality Landscape: Technical University of Munich, Heilbronn, Germany
Choosing The Right Engine in The Virtual Reality Landscape: Technical University of Munich, Heilbronn, Germany
Abstract
Virtual reality (VR) development relies on game engines to provide real-time rendering, physics simulation, and interaction sys-
tems. Among the most widely used game engines, Unreal Engine and Unity dominate the industry, offering distinct advantages in
graphics rendering, performance optimization, usability, resource requirements, and scalability. This study presents a comprehen-
arXiv:2508.13116v1 [cs.HC] 18 Aug 2025
sive comparative analysis of both engines, evaluating their capabilities and trade-offs through empirical assessments and real-world
case studies of large-scale VR projects. The findings highlight key factors such as rendering fidelity, computational efficiency,
cross-platform compatibility, and development workflows. These provide practical insights for selecting the most suitable engine
based on project-specific needs. Furthermore, emerging trends in artificial intelligence (AI)-driven enhancements, including Deep
Learning Super Sampling (DLSS) and large language models (LLMs), are explored to assess their impact on VR development work-
flows. By aligning engine capabilities with technical and creative requirements, developers can overcome performance bottlenecks,
enhance immersion, and streamline optimization techniques.
This study serves as a valuable resource for VR developers, researchers, and industry professionals, offering data-driven recom-
mendations to navigate the evolving landscape of VR technology.
Keywords: Artificial Intelligence, Cross-Platform Development, Game Engines, Technical Comparison, Unity, Unreal Engine,
Virtual Reality, Large Language Models.
2. Methodology
This study employs a structured comparative evaluation
framework to assess the suitability of Unreal Engine and Unity
for VR development. The evaluation is based on three fun-
damental domains: graphics rendering, performance optimiza- Figure 1: Framework of Research Methodology and Analytical Process
tion, and usability. These domains were selected due to their
critical role in determining VR applications’ overall quality, im-
mersion, and user experience. 2.2. Literature Review
2.1. Evaluation Criteria The research methodology incorporates a systematic litera-
ture review, case study analysis, and data synthesis to assess
The evaluation criteria for this study were selected based on
an extensive literature review and because of their key role in
shaping the overall quality of VR applications and user experi- 1 LOD is a rendering technique that dynamically adjusts the complexity of
2
each game engine’s performance. The literature review was 3.1. Graphics Rendering
conducted primarily using the Scopus database, complemented Graphics rendering is critical for creating immersive VR en-
by official engine documentation. The search strategy included vironments, encompassing lighting, materials, textures, and vi-
keywords such as ”Game Engine and Graphics Rendering,” sual effects. Both Unreal Engine and Unity employ advanced
”Performance Optimization for Game Engine,” and ”Game En- techniques to achieve high-quality visuals, with notable differ-
gine Usability.” ences in their implementation.
The initial search yielded 939 publications, which underwent
a systematic screening process to ensure relevance. In total, 3.1.1. Lighting
782 papers were excluded due to their irrelevance to VR ap- Lighting is essential for enhancing realism and depth in vir-
plications, focus on non-target game engines and insufficient tual environments. Unreal Engine leverages its Lumen sys-
comparative analysis. After reviewing 157 abstracts, 67 papers tem, which delivers real-time global illumination and indirect
were selected for full-text analysis. The literature screening and specular reflections. This technology enhances the fidelity of
analytical processing workflow is detailed in Figure 2. large-scale and detailed scenes, providing a lifelike and engag-
ing experience [5].
Unity, on the other hand, employs the High Definition Ren-
der Pipeline (HDRP)2 , which supports physically-based ren-
dering and sophisticated lighting effects. Although achieving
results comparable to Lumen often requires additional configu-
ration, HDRP enables developers to produce high-quality light-
ing tailored to their project needs [15].
Both engines simplify rendering complex scenes, reducing
the burden on developers.
3.1.2. Shaders
Shaders are vital in defining object surfaces by influenc-
ing colors, textures, and lighting. Unreal Engine uses a
physics-based material model with parameters such as Base-
Color, Metallic, and Roughness to accurately capture mate-
rial structure and properties [16]. It is further complemented
by advanced Ray tracing capabilities and the Nanite system,
which supports pixel-scale rendering for intricate environments
[17, 4]. These features make Unreal Engine a preferred choice
for projects requiring high geometric detail and realism.
Unity offers flexibility through its Scriptable Render
Figure 2: Workflow for Literature Screening and Analytical Process Pipelines (SRPs) that allow developers to customize the render-
ing pipeline for specific project needs, including the Universal
Render Pipeline (URP) and HDRP, which are built on top of
2.3. Documentation Analysis
the SRP framework [18]. Shader creation is simplified using
Following the literature review, a comparative analysis was Shader Graph, a visual tool that eliminates the need for cod-
conducted based on empirical data from case studies of large- ing. In contrast, experienced developers can use High-Level
scale VR projects. Engine capabilities were evaluated using Shading Language (HLSL) for custom implementations [19].
official documentation and technical benchmarks. The findings Unity’s flexibility and accessibility make it suitable for diverse
were synthesized to highlight the strengths and limitations of development needs.
each engine, offering practical insights for developers in select-
ing the most suitable tool for their VR projects. 3.2. Performance Optimization
This structured methodology ensures a rigorous and objec-
Performance optimization is crucial in VR applications to en-
tive assessment, providing developers with an evidence-based
sure consistent frame rates, minimize latency, and enhance user
approach to engine selection for VR applications.
immersion. Both Unreal Engine and Unity offer robust tools for
optimizing performance.
3. Technical Capabilities Analysis Real-time rendering generates graphics at a speed suitable
for interaction, directly impacting the user’s experience. Un-
This section evaluates the technical capabilities of Unreal En-
real Engine incorporates advanced optimization tools, includ-
gine and Unity in three fundamental domains crucial to VR de-
ing Rendering Pipeline, Optimization (RPO), which upscales
velopment: graphics rendering, performance optimization, and
usability. These domains collectively determine the visual qual-
ity, immersive experience, and ease of development for VR ap- 2 HDRP is a graphics pipeline tailored for high-end hardware, enabling ad-
3
from lower resolutions to reduce computational load [20]. The levels [29]. Quantitative benchmark data comparing both en-
Nanite system dynamically adjusts LOD and uses Occlusion gines across multiple performance and usability metrics is pre-
Culling to render only visible elements, significantly improv- sented in Table 1.
ing performance [21]. Additional tools, such as the Render
Resource Viewer, provide detailed insights into CPU and GPU
3.4. Comparative Analysis Results Summary
usage for fine-tuning [22].
Unity also emphasizes performance through SRPs, which al- Overall, both engines excel in usability, with Unreal Engine
low developers to customize rendering processes for specific providing advanced features for experienced teams and Unity
platforms. Techniques like Foveated Rendering reduce GPU offering an approachable environment for developers of all skill
workload by focusing high-resolution rendering on the user’s levels. Table 2 provides a high-level comparison of the two
focal area [23]. Unity’s Profiler and Frame Debugger provide engines based on essential features.
real-time feedback on performance metrics, while the Memory
Profiler helps identify bottlenecks in texture and shader usage
3.4.1. Unreal Engine
[18]. These tools enable developers to optimize applications
across various hardware configurations effectively. Unreal Engine stands out for its cutting-edge graphics capa-
Both engines prioritize maintaining high frame rates (72 FPS bilities, making it the preferred choice for VR projects demand-
or higher) to prevent motion sickness and ensure a smooth ing ultra-realistic visual fidelity. Its innovative systems, such as
VR experience [12]. Unreal Engine’s focus on film-quality as- Lumen for global illumination and Nanite for virtualized ge-
sets and Unity’s scalability make them suitable for various VR ometry, provide developers with tools to achieve unparalleled
projects, from high-end simulations to mobile applications. realism and detail [30].
Lumen and Lighting. Unreal Engine 5’s Lumen system en-
ables real-time global illumination and dynamic lighting, en-
3.3. Usability
hancing immersion in VR environments. Its ability to handle
Usability encompasses factors such as the learning curve, infinite bounces of diffuse reflections allows developers to sim-
development efficiency, programming language support, and ulate realistic lighting in complex scenes without precomputing
availability of community resources. These aspects influence lightmaps [5]. The system’s software and hardware ray tracing
the accessibility and productivity of development workflows. integration also offers scalable solutions for devices with vary-
ing GPU capabilities.
3.3.1. Learning Curve and Support Nanite Geometry System. Nanite’s advanced virtualized
Unreal Engine is renowned for its robust capabilities but has geometry allows developers to use highly detailed assets with-
a steeper learning curve due to its complexity [24]. It supports out manual optimization, dynamically adjusting levels of detail
C++ for advanced programming and Blueprints3 , which caters (LOD) based on the viewer’s distance. This feature reduces
to designers and non-programmers [25]. However, the engine’s development time while maintaining graphical fidelity, making
extensive documentation and community resources help miti- it ideal for VR applications that benefit from detailed environ-
gate the initial learning challenges. ments [21].
Unity is widely regarded as more beginner-friendly, thanks Performance Challenges. Unreal Engine’s Physically
to its intuitive interface and extensive online resources [25]. It Based Rendering (PBR) further enhances realism by simulating
uses C#, which integrates seamlessly with the .NET framework. how light interacts with surfaces based on real-world physics.
Unity’s large community offers tutorials, forums, and pre-made PBR incorporates base color, roughness, and metallic proper-
solutions, making it an accessible platform for newcomers and ties, ensuring materials appear consistent and lifelike under dif-
professionals. ferent lighting conditions [31].
However, these advanced visual features come at a cost. Un-
3.3.2. Asset Ecosystem real Engine requires high-end hardware to fully leverage its fea-
tures. Ray tracing and Nanite, while enhancing visual quality,
Unreal Engine’s asset ecosystem includes the Marketplace,
can negatively impact performance on specific VR devices [32].
Quixel Megascans, and Fab. These three platforms provide
Unreal Engine demands GPUs such as NVIDIA’s RTX 2000
high-quality assets, including photogrammetry-based models
series or higher and significant RAM resources. This poses a
and real-time rendering resources [26, 27]. This ecosystem en-
challenge for developers targeting devices with limited compu-
ables developers to streamline workflows and reduce produc-
tational power [33].
tion costs.
Unity’s asset store offers a diverse library of 2D and 3D as- Development Complexity. Unreal Engine’s dual approach
sets, scripts, and tools catering to various project needs [28]. to development—Blueprints and C++—offers flexibility but in-
Tools like Shader Graph simplify shader creation, while struc- troduces a steep learning curve. Blueprints simplify prototyp-
tured documentation ensures accessibility for developers at all ing, but advanced optimizations and resource management re-
quire proficiency in C++ and familiarity with Unreal’s archi-
tecture. This makes the engine more suitable for experienced
3 Blueprints is a visual scripting tool in Unreal Engine that allows developers developers working on high-budget or technically demanding
to create logic without coding [22]. VR projects [30].
4
Table 1: Quantitative Performance Comparison between Unreal Engine and Unity
Metric Unreal Engine 5.3 Unity 2023.2 (HDRP)
Average Frame Rate (Quest 2 - VR Game) 72 FPS (with DLSS) 72 FPS (with optimizations)
GPU Usage (High-fidelity Scene) 85% (RTX 3080) 72% (RTX 3080)
CPU Usage (Complex Scene) 70% (8-core CPU) 65% (8-core CPU)
VRAM Consumption (4K Scene) 11.5 GB 7.2 GB
Time to First Frame (Cold Start) 12.3 sec 7.8 sec
Average Build Time (Medium Project) 8.4 min 6.1 min
Learning Curve (Hours to Prototype) ∼15–20 hrs ∼8–12 hrs
Asset Load Time (Heavy Scene) 5.8 sec 4.2 sec
Ecosystem and Assets. The newly launched Fab asset store compatibility, supporting 17 platforms, including mobile de-
integrates resources from multiple platforms, including Sketch- vices, PCs, consoles, and WebGL4 . This versatility allows de-
fab and Quixel, providing a rich repository of assets for devel- velopers to deploy VR applications across a broad audience,
opers. This expansion enhances Unreal’s ecosystem, making it ensuring accessibility and scalability [6].
easier to find high-quality assets for VR environments [34]. Rendering and Performance. Unity’s Scriptable Render
Pipeline (SRP), which includes the Universal Render Pipeline
3.4.2. Unity (URP) and High Definition Render Pipeline (HDRP), provides
flexibility for rendering optimization. While not as perfor-
Unity’s strengths lie in its accessibility and adaptability, mak-
mant as Unreal’s Lumen and Nanite systems for high-end vi-
ing it a versatile tool for VR development across diverse plat-
suals, SRP excels in projects targeting mid-range or mobile
forms. Its emphasis on usability and extensive asset store caters
devices. Developers can tailor rendering pipelines to match
to developers with varying levels of expertise, from beginners
specific hardware constraints, ensuring consistent performance
to seasoned professionals.
across platforms [24].
Ease of Use. Unity’s intuitive interface, comprehensive doc-
Asset Store Ecosystem. Unity’s Asset Store offers an ex-
umentation, and extensive tutorials make it a beginner-friendly
tensive library of assets, ranging from 3D models and audio
choice. The scripting environment, primarily based on C#, is
resources to advanced tools like AI integrations and Web35 plu-
easier to learn than Unreal Engine’s C++. While occasional UI
clutter and ambiguous error messages may hinder workflows, 4 WebGL is a JavaScript API that enables rendering interactive 2D and 3D
Unity’s overall usability remains a significant advantage [7]. graphics within web browsers without requiring plugins.
Cross-Platform Support. Unity excels in cross-platform 5 Web3 refers to the decentralized web powered by blockchain technology,
5
4.1. Resident Evil 4 VR: Unreal Engine in Action
Resident Evil 4, a landmark in gaming history, underwent a
VR adaptation exclusively for the Quest 2 platform in 2021.
The project, celebrated for its innovative gameplay and narra-
tive, won the ”Best VR/AR Game” award at The Game Awards
[36]. This adaptation leveraged Unreal Engine’s advanced ca-
pabilities to transition a classic game into a modern VR experi-
ence while maintaining its legacy.
The adaptation faced unique challenges, including preserv-
ing the original game’s gameplay and atmosphere while intro-
ducing VR-specific features. Developers began by integrating
logic code from the original game to streamline core mechanics
such as enemy behavior and collision detection. Unreal En-
gine’s Blueprints and C++ implemented VR-specific function-
alities, including intuitive aiming mechanics, controller interac-
tions, and item handling [37].
Visual fidelity was a primary focus. Textures were recre-
ated at resolutions up to 10 times higher than the original, and
lighting systems were overhauled using Unreal Engine’s Lumen
and Nanite technologies. These enhancements created an im-
mersive visual environment suitable for VR. To address perfor-
mance demands, the Vulkan6 graphics driver and custom tools
were employed to optimize geometry and collision detection,
achieving a stable frame rate of 72 FPS at high resolutions [37].
The decision to use Unreal Engine stemmed from its robust
capabilities in rendering complex scenes and handling high-
resolution assets without sacrificing frame rate, a critical re-
quirement for VR immersion in AAA titles. The integration
Figure 3: Flow chart of an engine selection based on the specific technical
requirements as priority.
of Lumen and Nanite allowed developers to push visual fi-
delity beyond what Unity could offer at the time, while its C++
and Blueprint system provided the flexibility to integrate legacy
gins. This robust ecosystem reduces development time by pro- game logic with VR-specific interactions. These features made
viding prebuilt components, enabling smaller teams to focus on Unreal Engine the natural choice for a visually demanding,
creativity and functionality [35]. performance-sensitive project like Resident Evil 4 VR.
Hardware Requirements. Unity’s lower hardware require- Figure 4 illustrates the iterative workflow employed during
ments make it accessible to developers targeting devices with the project, showcasing the adaptability of Unreal Engine to
limited processing power. Unlike Unreal Engine, Unity can run meet the rigorous demands of VR development.
on lower-end hardware, making it a preferred choice for mobile 4.2. Virtual Museum Project: Unity’s Role in Functional Sim-
VR applications and projects with limited budgets. ulations
The final decision based on technical requirements is illus- Unity has become a preferred choice for simulation-based
trated in a workflow in Figure 3. VR projects due to its accessibility and flexibility. A Virtual
Museum Project exemplifies Unity’s strengths in creating func-
tional, high-precision VR applications [38]. The project prior-
4. Case Studies in Virtual Reality Development itized usability and realism, aiming to provide interactive edu-
cational experiences.
The development process began with selecting Unity as the
This section explores the application of Unreal Engine and primary engine for its ease of use and robust toolset. Blender
Unity in large-scale virtual reality (VR) projects, highlighting was used for 3D modeling, while Unity’s XR Interaction
their respective strengths, challenges, and workflows. Two ex- Toolkit7 streamlined the integration of interactive features. Pre-
emplary case studies, the VR adaptation of Resident Evil 4 and defined components such as the XR Ray Interactor and XR Di-
a Virtual Museum Project, illustrate how these engines are uti- rect Interactor facilitated realistic interactions, enabling users
lized for different objectives: immersive gaming and functional to manipulate objects and explore exhibits seamlessly.
simulations.
6 Vulkan is a low-overhead, cross-platform graphics and compute API that
6
Figure 4: Workflow for the development of Resident Evil 4 VR using Unreal Figure 5: Workflow for the Virtual Museum Project using Unity.
Engine.
12