GameDev Guru's, I posted this on the Unity forums and I know we have some epic talented people on this forum so I want a second opinion:
I'm torn as we paid for Unity Pro, what to do about all of this:
I want to share the list of issues with Unity Pro I'm / were having and see if we can get some feedback before either making a real go at sorting out the issues. Or ditching Unity Pro and moving on:
We are having to switch off a bunch of resources (asset's) in a half built scene, because if we don't a stack error occurs and the editor runs out of memory / crashes Unity. Obviously a 64-bit editor would fix this, but it's becoming painful. I've experimented with dicing up the scene with Async loading, not to much avail.
We have partially replicated a scene from CryEngine, draw calls stay below 2000 in CE and we usually get around 50 - 60 FPS on a Radeon 6850 which is our lowest target market, with DX11 switched on in Unity we are usually getting around 6 - 7K with deferred rendering after occlusion culling (With weird issues like models occasionally disappearing). It seems the best solution, would be to create our own culling solution using better algorithms which some should be hardware based. When I investigated, it seems because Unity doesn't support new versions of GL so it may be impossible to do.. I'll see what is possible with DX11. (Even though ideally we want to release for Mac)..
The profiler in Unity points towards the scenery rendering being the main issue, bill boarding seems to be of little use especially with an over the shoulder camera you notice the billboards changing dramatically. It looks horrible to be honest..
Which brings me on the next issue:
Trees: Up close textures look like old 16-bit console representation's of how trees should look, we have tried shaders to improve the look to little avail. These shaders we wrote in Unreal Engine and look great, I'll post some examples. Beyond that, wind zones don't seem to represent how wind actually works.. It would be ideal to split the windzones if possible? To make grass etc. appear as if it's moving more fluently.. The only solution I can think of is to build a completely new terrain system.
Which follows on to:
Shadows: There's a lot of issues with flickering, especially from trees and grass causing a lot of artifacts.. So the only solution I can think of is to change how shadow mapping works, which I'm unsure of and I'm not to clued up on the viability.
Which then leads me to lighting:
The likes of god rays appearing through trees appear as a block of pixels instead of representing how light would actually work, this somewhat can be less noticeable by switching to a linear color space. But that's only a small portion, there seems to be an issue with pointlights near geometry. As a user moves the lights will flicker quickly, solution is to replace the lighting system..
Then we have issues with Far plan Z-Buffer precision on busy geometry, I've only ever noticed this in Unity as CE and Unreal doesn't have this problem. Distant objects flicker incessantly.. Not sure how I'd get past this in Unity.!
All in all, it seems a lot of work to sort all of this out.. In some instances, it's something we can't sort out.
So, any feedback is welcome.. Even if it's move on from Unity!