They kept on adding visual features that work independently, making all their own API calls, one after another, got it looking good, and moved on. That's as opposed to creating a cohesive rendering pipeline that deduplicates effort and accomplishes the same.
On top of that, and most importantly, I doubt they allotted time to refactor and optimize, or... they allotted it after release.
If you thrash Unity's APIs hard enough, which in turn thrashes the underlying vulkan/DX level APIs, clever drivers aren't quite enough to keep the GPU loaded with useful work.
There's probably a long tail of other stuff they need to profile and tweak to get a better balance of performance to visual quality, like changing the precision of shader calculations, tuning level of detail, and so on.
They kept on adding visual features that work independently, making all their own API calls, one after another, got it looking good, and moved on. That's as opposed to creating a cohesive rendering pipeline that deduplicates effort and accomplishes the same.
On top of that, and most importantly, I doubt they allotted time to refactor and optimize, or... they allotted it after release.
If you thrash Unity's APIs hard enough, which in turn thrashes the underlying vulkan/DX level APIs, clever drivers aren't quite enough to keep the GPU loaded with useful work.
There's probably a long tail of other stuff they need to profile and tweak to get a better balance of performance to visual quality, like changing the precision of shader calculations, tuning level of detail, and so on.