To keep it to the point and short, I would like to say a few words about GI baking in Unity5.
I’ve been using Unity since the 4.0 and is generally in production of desktop games.
I’ve been using Unity5 ever since it was released.
Now, to Unity5’s GI.
I feel that it is great… I’ve had so many issues with it, and believe me, I’ve had many nights of frustration…(sigh) but when it works, it gives great results.
As for the feature’s production-not-readiness, well, welcome to game development. Also, I am willing to be more understanding given that it is a new feature. Good things take time to mature.
However, this does not make my life any less frustrating. GI baking takes so many hours just to find out that it is not working…
So, here is my suggestion, add GPU baking and shorten the baking time drastically.
This way, it will only take a few minutes to assess the scene.
From a developer’s perspective, I can live with things not working, but I just hope it takes a lot less effort to know it.
Here is our current work flow
build a practical scene (approx 2m poly) → bake GI → 4~6 hours → GI not working → bake GI with tweaked settings → 3~5 hours → GI not working → repeat this process until no end and waste dev time → flame on Unity team
Here is work flow with GPU bake
build a practical scene (approx 2m poly) → bake GI with GPU → 4~6 minutes → GI not working → bake GI with tweaked settings → 3~5 minutes → GI not working → repeat this process a few times → understand that GI needs more time → enough patience and support for Unity team
I am posting this because I got the vibe that GPU baking is pretty much at the bottom of the GI team’s to do list…and it shouldn’t be. Correct me if I am wrong though…
We all know that GI isn’t going to be fixed next week, let’s face it, and there is nothing wrong with it. It is part of software development. All I am saying is that GPU bake will make the process for the Unity team and us a lot less frustrating.
Thanks for reading my post.