Erm…I’m assuming (hoping) that the “good portion” of your players use Intel graphics cards? Because if not, then that’s NOT good. :shock:
Also:
http://www.youtube.com/watch?v=-m4pe6UAS2M (Watch at 2:25, softbody dynamics is VERY possible)
Admittedly though, realtime fluids is still a bit away from us. But softbody’s are most certainly possible. The question I’d like to ask is:
Is there a performance problem with Unity that is preventing new things like softbodies begin built in? I only ask because all the Unity made games I’ve played so far have simple graphics, and anything that tries to have current gen polycounts/textures/shaders has framerate drops when in reality they shouldn’t (whether the objects are optimized or not, because looking at the stats tells me that it shouldn’t be a problem).
Anyone here played Dead Rising or Left 4 Dead? The number of visible zombies at a time is startling (you can also see the same thing in the Unreal video I posted)! When I played with the locomotion system in Unity, I made 20 instances of that male character and got them moving around. The stats were about 80,000 poly’s and I was getting a framerate of about 20-25. Good God. Only 80,000 poly’s, nothing else, and I’m getting THAT bad a framerate?!?!?!
There are times in Crysis when there are tons of characters on screen and the polycount is well past 1 million, and it’s usually the same framerate. I’m not using crappy hardware either (I can run Crysis on very high except for shaders on high and textures on medium at 1280x1024). I’m on a Mac Pro with an Nvidia 8800 GT. I can also run Half Life 2 at 2560x1600, full settings (including AA) and I get about 150-200 fps (no joke).
So what gives? I have visited forums and video comments about Unity and some people say that the engine is slow. Is it? :?
Hope I’m wrong (I really do), but right now, it seems like Unity is having some trouble crunching poly’s and characters right now. Unity’s graphics features are quite good though, so I’m not worried about what I can make. The REAL question is not “Can Unity do this graphics effect?” but rather “Can Unity handle those poly’s/textures/shaders when other games say my computer can?”. I guess I’ll find out for sure once I build my graphics demonstration for Unity.
P.S. That’s not to say that there is some fine work here on these forums, because there certainly is! I would just imagine that the performance would be better for some games shown here compared to their graphical complexity.