TBH, Unreal out-of-the-box is way ahead of Unity, even Unity 5. The out-of-the-box systems you get with Unity are a mixed bag, some are good (Standard shader is pretty good save some annoying bugs with emissive), some are mediocre, some are pretty bad (current version and implementation of Enlighten is just a trainwreck. Usable if rather heavy for GI, but unusable for baking light... who thought throwing out Beast for Enlighten was a good idea anyway)?
Yet the Unreal 4 out-of-the-box Systems, while generally better, also have their issues. Most of the stuff works... but with limitations not apparent at first.
Now, when we get into the real high end graphics, you will either need to write your own systems (shaders and so on), or get the systems of other people, either paid or for free. Here, Unreal 4 takes the pole position when it comes to possibilities for interfacing with the engine and already implemented low level tech (the engine code is opensourced after all), but Unity takes the pole position when it comes to sheer amount of third party assets and systems available for the engine. In parts because Unity already had an asset store where devs could share and sell their creations years before Epic even thought about adding one.
Just the other day I added a volumetric lighting system for Unity someone developed after the killzone implementation, and it works brilliantly. Takes lighting to the next level. And the best of it: the dev shared it for free!
Also, Unity gives you some additional options that Unreal does not provide. Want real MSAA, and don't rely on the hacky not-so-good-as-adverstised TXAA epic promoted heavely with Unreal 4? Well, you can choose the forward renderer in Unity, and as long as you don't need a HDR camera, you are set. Unreal still does not give you that option, even though epic talked long about it.
There are of course systems in Unreal out of the box Unity users can only dream about... normal mapped particles, particle shadows (also a little hacky, but better then nothing), far distance realtime shadows, and then some.
TL; DR: both are good for high end graphics, if you invest some time and money to upgrade their out-of-the-box systems. If you cannot do that, Unreal Engine 4 is better when it comes to graphics. Just don't expect the graphics to be anywhere near the "showcase" level both engines showed with their newest engines, those showcases usually use a LOT of additional systems written for the showcase and then sometimes shared to users later, but seldomly built in (for example that gorgeous wrinkle shader for the Unity 5 Blacksmith showcase still hasn't made it into the engine, even though devs talked about the implementation some time ago).
Additionally, I would say Unity is easier to learn, and has better tutorials written for it... especially the indexing of the Unreal documentation was pretty weird when I tried to read it.
Some systems in both engines are trainwrecks (new PhysX physics engine has done away with many things that make it unusable for some use cases... byebye mesh colliders, byebye fast and easy way to implement armour collision systems), but that happens in all engines I guess. Generally Unity will ask you to "hack" and work-around more... but as long as you are not able and have the time to open the engine source for Unreal, you will do so too at some point with epic's engine.
On a more important note, engines are like programming languages. Just because you start with engine A doesn't mean you are chained to it for all eternity. And most of what you learn with one engine will transfer to the other. If you REALLY are interested in heigh-end graphics and AA(A) game types, you will waste many years learning the basics, and then more years working on your game anyway. No use trying to rush things really.
Thus, why not download both engines (both are free after all), and give them both a spin? See which one seems easier to learn for you, and not worry about high-end systems and graphics for now? You will NOT need it at the moment.
If the time comes, you can still switch engines and programming languages. Actually, learning multiple programming languages is highly advisable for programmers, it gives you a broader profile and the option to use the right tool for the job (there is no one-size-fits-all language out there). I would say the same is true for engines...
And last but not least, it gives you perspective. The grass is not greener on the other side, but if you never try it, you are always held back by feelings like "If I only have gone with Unreal engine 4 those years back, I would be much further with my development!" (hint: no, you most probably wouldn't be... different problems you would be fighting with, sure... problems nonetheless)