Google's ARCore is an augmented reality development SDK.
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Unreal Engine
Score 8.9 out of 10
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Originally designed in 1998, Unreal Engine is a game engine designed to build games of all type, with sharp graphics and control, using the C++ language.
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Pricing
Google ARCore
Unreal Engine
Editions & Modules
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End User License Agreement for Publishing
Free
5% of royalties after gross product revenue exceeds 1M
ARCore is well suited for demonstrating 3D objects on surfaces that could be used mostly in product sales, real estate. It can be used to measure objects or a room to make a 3D architectural model out of it, although it's not 100% accurate it can give a pretty good idea. It can be used for games and marketing reasons ARCore is less appropriate for human body tracking, occlusion, and large-scale augmentation where there needs to be a large-scale scanning.
It's really well suited for experiential uses. Sure, games are made with it, but I'm guessing that more non-gaming assets are being made with it than anyone realizes. It's a fantastic post-production for 3d modeling tasks. It's fantastic for fast nearly photo real rendering. It's almost as good at rendering truly photo real assets now that Path Tracing is becoming mature. It's fantastic for creating background and matte plates for video and film production. There are few things that do that as well as it can. It's not well suited to modeling the initial 3d object so you really need to have something to build the 3d assets in. Hard asset modeling and creating is the one area that it's lacking. But, even if it never rises to the level to compete with 3ds Max or Maya, etc., that's ok, because it's just another tool and it does what it does so well, that modeling deficiencies can be overlooked
The modeling tools are getting better but have a good way to go to really be intuitive
They are trying to bridge the gap between coders and artists and have done well but more needs to continue to happen to enable users who have little experience writing code to be able to use it effectively. It's not that this is a "room for improvement" thing per se, it's just that more of it needs to be done and I think they know that and are on it.
It's so powerful, it's difficult to find anything else that needs improvement. It's kind of mindblowing what it's capable of.
Vuforia Engine has limited functionalities compared to ARCore. It has image-based detection and augmentation which requires users to have the anchor image with them for the augmentation to properly occur. ARCore solves that and it's one step less to reach the user and really convince them to try it.
Despite the fact that the Unreal Engine user interface took some getting used to, it was rather simple to navigate once we got the hang of it. Furthermore, Unreal Engine offers unrivalled flexibility and fine-tuning tools. Twinmotion has a slightly complicated UI as well, but the number of options for personalization and fine adjustment is limited
It's helped a tiny studio like mine to compete with larger and more financially sound studios.
It gives me another product from which I can derive a revenue stream.
Unless you are publishing a game for sale or a packaged product, UE is free to use and tinker with. You can use it to build something amazing to use in your portfolio which in turn can help you sell your skills.