Author Topic: Unity  (Read 195 times)

Offline sansuni01

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Unity
« on: September 20, 2014, 05:13:57 pm »
Will the game use Unity engine to its full potential? Such as DX11 features, HDR, Tessellation, Ambient Occlusion etc be in the game?

With the Unity V5 coming out, will the new features of the engine will be the part of the game?

To see what features i mean:

Unity 5 Feature Preview


Unity 5 beta - Lighting workflow quick look
« Last Edit: November 09, 2014, 06:41:43 pm by atrblizzard »

Offline atrblizzard

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Re: Unity
« Reply #1 on: November 09, 2014, 07:01:24 pm »
To answer your question shortly, yes. It's one of our intention to bring the project to Unity 5 because it brings a majority of improvements that are pair with Unreal Engine 4 in most cases, but there are a few things that currently stop us to achieve this.

Unity 5 beta is currently available for those who've preordered Unity 5 since March, which unfortunately we don't have such an option to opt-in to yet. There's a pre-order offer that grants the customer access to the pre-order beta until November 13. There are uncertainties which part of the engine remain free and which are Pro only.

Features such as Ambient Occlusion, post processing shaders, and might even HDR, not to mention real time shaders, are all part of the Pro version, which is one of the reasons why a lot of indie games or free games don't live up to the expectations of AAA.

Unity 5 will come with a PBR, known as physically based rendering, and Global Illumination to create fantastic lighting bounce results:
  • Uses entirely new lighting rendering, called Enlighten, used by titles such as Battlefield 4 and engines such as Frostbite 3.
  • Introduces a new shader, called the Standard shader, which implements full PBR support, including both metallic and specular workflow
  • Baking lights will also bake AO for static light, creating impressive lighting.
  • PhysX has been updated from 2.7.3 to 3.3.0 and has been rewritten for Unity 5's integration, improving physics in-game dramatically, removing the need for adding rigid bodies to everything to avoid performance penalty.
  • Collider limit of 65,000 are entirely removed from Unity 5
  • Revamped reflection probes that capture the environment surrounding and applies it to the specular map
  • New state machine behaviors and hierarchies for Mecanim
  • New Audio mixer

Unity 5 Graphics - Lighting Overview - Unity Official Tutorials [beta 10]

Unity 5 Graphics - The Standard Shader - Unity Official Tutorials [beta 10]


I'm working my ways to get to upgrade to Unity 5's Pro License as soon as possible so we can start the migration to Unity 5, but I'm not sure if that's going to be a possibility for such a short time.