Dear Mr. Bromberg,
I hope this message finds you well. I am writing as a concerned member of the Unity community, wanting to share candid and constructive feedback in light of recent developments around Unity’s roadmap.
Unity is currently navigating a challenging phase—particularly following the “Runtime Fee recovery” issue, coupled with the underwhelming reception of Unity 6. As it stands, Unity 6 is a rebranded 2023 LTS with Resident GPU drawing added in. While this feature is a step forward, it does not represent the kind of transformative leap that could restore Unity’s edge in today’s competitive market. Moreover, looking ahead, Unity 6.1 does not appear to offer substantial new capabilities that would reassure developers of Unity’s long-term viability.
With large-scale projects often spanning years, the absence of features like frame generation and realtime path tracing makes it difficult to argue in favor of Unity as an engine of choice. I therefore urge you to establish a dedicated task force, aiming to implement these technologies within the next six months. One might see this unnecessary, as it is not difficult to see the status and value of such technologies in today’s market. However, as I stated above, projects take a considerable time for its fruition, even years. A year, or two down the line, I can confidently project the weight of the technology, regardless of my personal liking. Unfortunately, while end of a project is easily a few years out, the beginning of a project is today, and that is a problem that we have to consider. Most Unity projects released today began with what Unity 2021 or 2022 had.
On that note, I was disheartened to learn via the forums that Unity’s frame generation efforts—reportedly close to completion—have been paused. I believe this is a significant mistake. Frame generation stands as one of forward-looking features, and leaving it in limbo risks harming both Unity’s reputation and the confidence of developers who need modern rendering options to keep their projects competitive.
Regarding the Unified Renderer, I understand the desire to finalize it before allocating significant resources to new features. Yet, while the Unified Renderer is undoubtedly important—much like perfecting a store’s entrance—it should not overshadow the urgency of modern rendering capabilities. Addressing DLSS4, Frame Generation, and real-time path tracing is equally and if not more important. I say this because Unified Renderer is a efficiency problem at its core, while DLSS4, Frame Generation, and real-time path tracing, is a door Unity users cannot enter at the moment. Yes, the industry might not move in that direction, it might not be fast enough or good enough, but that choice should ultimately be the user’s choice, not by Unity.
Today, DLSS4—or, more precisely, multi-frame generation—was announced, and from all indications, Unreal Engine will support it from day one. That means Unity is now at risk of lagging two generations (RTX 40 and 50 generations) behind by the time any integration occurs. Even as you continue refining the Unified Renderer, it is critical that these advanced features not remain on the back burner. The community needs to see clear progress on both fronts to ensure Unity remains a compelling choice for studios and developers over the long haul.
I write this out of genuine concern and in the hope that Unity can regain the community’s trust by delivering real solutions in a timely manner. Many of us still believe in Unity’s potential and want to see it thrive. I appreciate you taking the time to hear me out if somehow this post finds its way up to you, and I hope you will consider these suggestions as you guide Unity into the future.
Sincerely,
-Peter