Its not about Unity, its about smooth gameplay experience, aka. "how it looks on your screen".
There are only two options on your normal Monitor that will not cause stuttering due to inconsistent frametimes:
60fps (one image per refresh of your panel)
30fps (one image every 2 refreshes of your panel)
That should cover 99% of the users, not diggint into Adaptive Sync and 144hz etc.
But... neither SBPR, nor AIGirl can hit 30 fps reliably, framerate and frametimes are all over the place, causing input lag, and creating perceivable stuttering due to incosistent frame delivery.
I completely disagree with this.
Even without looking at the framerate i can feel the difference in Input in games, i see if a game runs with 60 fps, or 40.
And AIGirl tends to drop below 20 on a 1080... its inacceptable for a 90$ game (or whatever its price is.)
There are plenty of unity games running at 60 fps, even if physics etc. runs at 30, there is no excuse. (maybe except Illusions inability)
Thats simply making the game run twice as fast, which has nothing to do with shitty framerates and frametimes.
Even if we ignore the fact that everything would be twice as fast then, the frametimes would still cause noticable stuttering and input-lag, especially with the game dipping from 50fps to 18 by just turning around.
Then, how do all the other Games manage to do this, including some big names:
- Hearthstone
- Ori and the blind Forest (probably ori 2 too)
- Cities Skylines
- etc.
The displayed framerate is not tied to some internal calculations that may, or not, run on 30 fps.
It is simply Illusions inability to optimize their game properly, it goes from 75 to 40 fps on an empty building island, where there is absolutely nothing that should cause such a slowdown.
It is better than SBPR, but its still nowhere near where it should be.
I even remember that they were doing useless Stuff per frame in SBPR.
Actually, no, if programmed correctly (yeah, i know, we are talking illusion here).
Its not that hard to divide/multiply a vector/float (movement) by a float (delta), idk whats wrong with Illusion.
Actual calculation would be:
Value * Delta * 60, and then its unbound from framerate. (a bit more complex for physics, but thats not the thing we are talking about.)
If illusion is unable to properly scale their game for the default framerate on PC, all hope is lost.
I was more shooting at some of the "textures" that are just garbage, like the fountain in the city, its just a blurry mess.
Some materials are fine, others not, some are simply scaled too high, or have a too low resolution.
Of course the characters in AIGirl have more polygons than a 2001 game, but its still worlds behind what is the current standard for PC games.
EDIT:
Lets not fight over such things, just think about "what the game could be" if Illusion wouldnt run on mid-2000s-standards for their games.