Notably the mess they have made of DOTS seems to have been partially responsible for sinking Cities Skylines 2.
Just points to a mess at the leadership level. Their failed relicensing debacle shows the poor level of judgement of the C suite.
Notably the mess they have made of DOTS seems to have been partially responsible for sinking Cities Skylines 2.
Just points to a mess at the leadership level. Their failed relicensing debacle shows the poor level of judgement of the C suite.
"The cause for unnecessary geometry is both the lack of simplified LOD variants for many of the game’s meshes, as well as the simplistic and seemingly untuned culling implementation. And the reason why the game has its own culling implementation instead of using Unity’s built in solution (which should at least in theory be much more advanced) is because Colossal Order had to implement quite a lot of the graphics side themselves because Unity’s integration between DOTS and HDRP is still very much a work in progress and arguably unsuitable for most actual games"
Alternatively, a tough conversation needs to be had with the team about complying with unity's way.
Battlebit runs on the same engine, but I think they made exactly the right trade offs to achieve their experience.
I don't care if the game world looks realistic. I just want it to be fun. Simulations are a nuanced point of this, but even so if CS2 looked no better than the original, I probably wouldn't have noticed.
I guess the answer is an unfortunate "we did not" as of now. Real shame because the ideas of a proper DOTS renderer (not a literal renderer, moreso an ECS oriented way to deliver data to the GPU. Likely HDRP/URP) was one rumbling for years. And probably still is. And with all the industry layoffs/leavings I hope they don't drain too much of the brain to get that off the ground.
this is called occlusion culling and usually it brings a lot of problems on its own (it's CPU intensive and you need to apply it smartly only where it helps)
and even if this occlusion culling would be cheap, the way how it is usually done requires precomputing a lot of data - so occluders are static geometry
since character head is skinned mesh - so dynamically changes every frame based on joints positions - that will be another level of complexity
game engines are not really helpful here
It's looking like there was no plan beyond that, once Riccitiello sailed off into the sunset with his loot.
They bet too much, too hard, in all the wrong places. And tried lock-in and pricing out the indies. They should've done the Adobe thing and let those college kids pirate.
Dunno, very expected from this angle.
While a lot of concepts are transferrable between engines, if you've got a team of experienced C#/Unity developers who haven't touched UE, switching to C++/UE is likely to cost a lot of time/money. A new engine can still be a steep learning curve for experienced game developers. You might be able to pick up the basics over a weekend, but reaching expert levels of knowledge takes years.
That cost increases further if it means restarting a project from scratch rather than building on top of an existing codebase (which will likely include not just the game itself, but also an assortment of tools built within Unity for building content and improving workflows).
Unity's killer feature for many is still its C# support. If you're a small team or solo developer who doesn't need AAA levels of performance, it can be a big time-saver over working with C++.
For that that small/solo team it's also easier to switch engine and since they can't get custom license deals like the big boys having the same language may encourage some to invest the time and resources.
DOTS had a much troubled development cycle; most of what was promised was eventually abandoned, and the key people were laid off. Anyone that bought into it is now stuck in the hybrid-DOTS limbo, where they have to invest substantial amount of time into making the engine features work.
Even if the user insists on being a little bit weird. Perhaps especially so.
We like to chase the most difficult customers. It forces us to have the best products.
The real issue with Unity is that they don't double down on DOTS + HDRP/URP. I have not opened the editor for a few months but last time I worked in Unity the legacy render pipeline was still the default and documentation around DOTS and HDRP was somewhat lacking which is a shame because when you get it working, it works super well.