Does really batching and occlusion culling work in unity 4.3.1!!!!!

I would really love to see a unity devs in the thread because unity support does not rally help us.
Till version 4.2.x everything in the engine was working almost properly - we managed to get very decent framerate in our game but since version 4.3.x we could not even get close to decent framerate. Before about 80-120 frames and now in 4.3.x 40-60 frames. I noticed some strange things. The frame rate with and without static bathing and occlusion culling is the same. In 4.2.x the Static Batching and the LOD systems are the main boosters on the framerate. Now the batching system does not seem to work…it batches a lot of my objects but the framerate is the same with disabled or enabled system… The same problem is happening with the occlusion culling system. The objects seem to be culled very well but there is no change in the framerate at all - is still low. And that’s happening in couple more test projects i have built to test the systems… It looks like even the low drawcalls we have, the engine is sending all the geometry to the GPU for rendering… I can tell neither of them seems to work… Does anybody agree that the systems do not work properly or do not absolutely work… I spend a lot more time to optimize something that was working very well in 4.2.x than to build the rest of the game…

Looking forward the answer of Unity3D devs… 10x in advance…

  1. test again in 4.2
  2. if still slow and it’s not human error, send bug report

I already reported…
But as i know it is not possible to open a project in older version of the engine. Our current project is in very good state excluding the performance issues which we’ve been having for a long time now. We have already worked a month or so on this one. Everyone in the studio agrees that there are differences in the performance.