Hey Elfdrow, unfortunately I am terrible for Japanese translations, but I am an indie dev with Unity...
Just a note, SSAO and Occlusion Culling often allow the camera to render at higher quality while offering minimal impact on frame rates. SSAO will cause a longer load time when initially loading a level, but then should give you better pre-baked texel based raycast shadow on hdrp/pbr shaders/textures. It will make the areas that normally block light from entering to prevent ambient lighting from brightening that detail of the scene. This will add depth to what you are looking at, like cracks in rocks or seams in tree bark, etc. If you have a graphics card made after 2010, it should have the SSAO option and sometimes disabling this can cause a FPS loss while making the world look brighter and flatter.
Also, Occlusion Culling should increase FPS greatly while causing some textures to "pop" into existence based on how rapidly the camera rotates. This is because the distance textures are not pre-rendered based on the LOD Distance settings and the global distance view field for the internal camera settings. Ergo, if your view distance is say 500m, and the world size is 5000m, while the camera angle is 50 degrees, then the only textures being completely rendered are those that are in the field of view of the camera. Most, just off the edges are loaded at 1/2 or 1/4 quality, while all distant textures and models get culled (unloaded) from the data stream. This should allow lower end PCs to run at higher graphics without having to stream the entire world to the camera, which occurs in Unity, even if you aren't looking at things. The part that is not optimal is that in games like fast paced shooters where you may often whirl around, tiled models will often pop into being with no rendered texture, and be smooth grey or black for a second while the CPU finds the appropriate texture file to apply.
NOTE: I have not played the game yet, but these things are typical to the newer 2019 versions of Unity. Especially with HDRP/SDRP (render pipelines)... I noticed that you noted "poorly implemented," which may be true. Also, note - this all depends on the user's hardware as well. What works best for one will not work well for others based on hardware changes and programming styles game to game... I'll likely come back and update my comment after playing the game a little...
that's why I never mentioned the SSAO to be disabled unless it gave problems ;) (I actually like SSAO. it gives a lot of natural detail)
and occlusion culling can be great if you set the volume correctly. if not... yeah... high load of textures... which seems to be case here (so poorly implemented)
and I'll give you that user hardware is important. but if you can't turn around in a game whose buildings have less vertex count that characters in the original FF7 without noticing drop of fps due to a dynamic load. then they have a really lousy optimization issue.
ie: actually in unity instead of relying on the built-in occlusion culling I made my own system for it.(the raycasting in unity for OC is overkill, less is better XD) and if I can pull 60 fps and no hiccups in a mansion of 1.3 million tris in a mobile game without unloading a single game object. I don't see why illusion can't even stop the constant stuttering in PC for cardboard box level of detail buildings lol
P.S. down with unity! long live Godot and Linux! bwuahahahahahaha
oh. it's nice to know what was that. thanks ;)大気表現 -- distant fog and volumetric atmosphere
(to illustrate the point)
this is what the game looks disabling all the post processing. low poly, no normal maps, displacement, no PBR, nothing! not a single extra.
entering whiterun in TeS 5 should be more taxing. and that game is from 2011...
this just a poor optimization job. but illusion has been slacking a lot this past decade in that department T_T
(Illusion is not powered by dreams anymore)
edit: after a closer look, they did have normal maps.
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