I keep hearing that double precision floats for coordinates are unrealistic because of the optimisations that are available only for 32 bit floats, but I am willing to make serious sacrifices to free myself from the Spheres of Influence and the Orbital Railroad of Destiny; the real solar system mod forces a full scale environment, and even though the visual geometry is off by roughly a metre from the physical geometry, I still consider it to be an improvement.
This post by the Outerra dev on planetary scale precision issues and on how to circumvent some issues by implementing custom log scale depth buffers offers a good introduction.
http://outerra.blogspot.de/2012/11/maximizing-depth-buffer-r...
How are 32 bit addresses inadequate? Just have a multi-level addressing system and you're done. You're going to have a Level of Detail system anyway, right? This seems like a non-issue.
It's not like you need to do math on grains of sand spread across multiple galaxies.
There's a lot of bad stuff out there, since Unity has a low entry point. But Unity is not inherently bad; it's just that some developers lack the chops to do it well.
This is demonstrably not true. Just look at the limitations of the standard shader to see where Unity falls apart. Or hell input handling or any number of features for which UE4 has a better solution (or at least a path towards a better solution since you have the source code).
Inside was a Unity game, and it was a dream to play from a technical perspective.
In other words, sometimes worse is truly better.