So, I've waited long enough with the hopes of the Unity team providing more information about Occulusion Probes. The book of the dead video was posted 9 months ago, and this very thread about 5 months ago and I feel it is time that occulusion probes story gets a revision. Before I begin, I'd like to express that I mean no disrespect to any specific individuals. 1. Unity marketing video misleading developers I think since the Unity 5 release video, I have noticed that the video material released by Unity has increased both in quality and frequency. I am happy that the main engine that I love is getting the media it deserves but there have been many cases where the videos would often suggest one thing but in reality, something slightly different. Here is the Unity 5 official trailer Here is the blacksmith trailer For the Unity 5 trailer, the first thing that we see is "Realtime Global Illumination". And as we all know it, it isn't really realtime and it requires precomputation. It also had the nightmarish CPU bake which really just made GI not a real option. Realistically, the light probes system were the only things close to realtime global illumination, and as we all know it, it is very limited and visually incorrect. The video made me feel like something close SEGI but in reality well very different. Still, this could have been my assumption and feel that I picked up after watching the video. For the blacksmith trailer, again, like the Unity5 release trailer, it had many new things that made it look super awesome. I did not fail to read up on it as I suspected something similar to the Unity5 could happen with just a video. After reading couple blog posts, I was convinced that this time, it was really happening. Unfortunately, it didn't happen exactly. First of all, the grass and all cool foliage shaders and workflow was never implemented to the vanilla build. The wrinkle shaders (tension map based normal manipulation) also never made it to the vanilla build. The atmospheric scatter as well. They all worked, and with reasonable effort, they could also be re-implemented to my project as well. Or so I thought, the features of blacksmith, started conflicting with common 3rd party assets, and as the Unity version went up, some of the things just stop working. Then there is the Book of the Dead, which by the way looks really impressive. However, as the existence of this thread points out, occulusion probes were part of it, but will not be part of vanilla. There is also the issue where the "assets of the trailer is released" but not the actual trailer files themselves. At first, I find it "similar enough" but the more I dig in, the more I find the discrepancy between the trailer and the released material. Sure the graphical assets are there, but not the whole thing. The trailer suggests "the following can be done with Unity!" sort of message but I the released assets tell "the following can be done with Unity but it requires many other things not included or supported by Unity". A little cheesy, but I think enough comments were made regarding this particular feeling. Why am I saying this? Well, I want to acknowledge that Unity is a business, and the marketing/media division is doing their best to oversell the product without definitively misleading consumers, for the sake of hype I guess. I don't relatively find this strange or disturbing or ill intended. It is sort of expected tbh. And let's be honest, when we advertise our games made with Unity, we take creative license and try our best to make things look best. It really is just good job done by the marketing division. 2. But there is a problem. Here is my main concern. The games that we make and advertise gets consumed by the end user, the gamers. Unity engine's consumers, the developers, are not end users technically. See, the developers and gamers, the two crowd, look for very different things: developers developing the game and the gamers, playing the game. The way materials are presented since Unity 5, feels more targeted at "end consumer or gamer" instead of developers. Sure there are hour long videos on GDC and Unite where things get more "developer friendly" but even those, aside from other developer talks, are more about flash and bang. One fellow developer mistook the presentation at Unite as an Apple product release. I am just trying to make the point that the media direction feels "off". So, looking at how things work, I tried to stay objective and not just be a loud voice. But, throughout my development history using Unity, I have noticed this. Amazing looking trailers and presentation at events BUT Using temporary features to oversell Unity is becoming a repeated and almost expected phenomenon. (occulusion probes and etc) 3. Then there's more. Now, to close my long post off. I love Unity. I love it because it was my first choice when I jumped into this industry and after several years of evaluation, it still is the platform I choose to develop. The recent development pace of the HDRP team in particular is just out of this world and I do feel like Unity is my "engine team" honestly. However, I am concerned about things like occulusion probes - not the feature itself but the way it was handled. There should have been a clear indication that it was a temporary, non-vanilla feature, only intended for demonstration. The fact that it didn't, and that users had to ask their way around on the forum, while it is not the biggest problem of all time, may be an indication that Unity, as a game engine company ,needs to re-evaluate how media/video presentations are done at higher management level. I can live with or without occulusion probes. Hell, I will spend time implementing it myself if it becomes that important. But that is not what I am trying to talk about. I am trying to say that maybe, just maybe, there are some directional corrections that us the developers suggest that the management needs to look at regarding videos and media presentation. Please remember that you are selling game engines to game developers. Hope this helps.