Perhaps I was not clear. They do not.
Improving visuals is a constant thing in games industry. It’s not related to Unreal.
At some point a couple versions back they tried to match certain aspects, and that the wrong ones, but I do not see that happening anymore. I think the biggest wakeup call and all the anger that was penned up because of that broke out with the “fees” scandal.
The biggest mistake Unity did was, and I am not yet convinced this is not the case anymore, that instead of wanting their product to mature and become rock solid, they wanted to add new but ultimate unfinished bullet points on a piece of paper, to appear they were doing many new things in every quarter, in order to satisfy the investors.
And when these ran out, and the community was not happy that they haphazardly half-did things for 2-3 versions, they came up with the idea of the fees, which they probably thought since most people are not going to be affected, they would not care, but the whole thing burst out.
“Unity 6” is not about trying to match Unreal in the naming convention if you thought that.
But to signal the departure from the previous versions’ paradigm (the nonsense started with Unity 2019), and back to the good ole focused paradigm of version 5 which was undoubtedly the version that convinced many people Unity was worth taking for a spin for something more than mobile games. That is what got many of us experienced games industry people in it.
I actually dumped Unreal to get into Unity back then.
Demos such as The Blacksmith, and later Adam convinced us that Unity visuals were powerful enough to bother. But we already had seen that or better. It was just a sign that Unity can. That is not what got most of us hooked.
I loved the simple, free, truly artist friendly, and fast pipeline. That is what got me in it. Away from the rigid nonsense of Unreal that you could not even have a space between letters in the name of your asset. Or CryEngine.
Seeing Unity trying to match that outdated UX paradigm of Unreal with tools that are unfocused and inefficient workflows, was really scary and frustrating. For people like me it felt that they were going backwards.
So yeah, that is what “Unity 6” is about. Going back to Unity’s best time.
But as I said, I am not 100% convinced yet. They got me for a little longer until I see what they mean by “simplicity” in version 7. I was honestly that close to jump back to Unreal. Unity 6 held me back.
It’s a great new beginning.
Fingers crossed.