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This looks cool large world FPS game made in Unity 'Ferocious'

Discussion in 'Works In Progress - Archive' started by Arowx, Dec 23, 2020.

  1. Arowx


    Nov 12, 2009

    Wondering if the developer is on here and could chat about how large the game is and how they found developing with Unity?

    The game has a large world and destructible buildings, with what looks like a Far Cry style gun mod system.

    Are there other in development Unity games that are pushing the quality bar as high or higher e.g. Raytracing?
    valarus and Billy4184 like this.
  2. Billy4184


    Jul 7, 2014
    Strange how a quick google search turns up nothing about it.
    Antypodish likes this.
  3. MDADigital


    Apr 18, 2020
    Those over the top NPC voices remind me of FEAR :)
  4. Antypodish


    Apr 29, 2014
    I just checked this YT channel. Looks like tons of unknown click-biting titles prototypes showcases.
    Matching OP style. Lol. And this one is not even particularly good one.

    Indeed, no info on Internet. Looks like vid came about 2 weeks ago.
    Possible payed content by devs to yt channel?
  5. Ryiah


    Oct 11, 2012
    With a little bit of backtracking I came across a Twitter and a Patreon. The developer (just one) reminds me of a certain VR developer that is in this community that is constantly showing off their graphics except unlike the VR developer that's all this guy talks about. He never says anything about the gameplay or mechanics.

    I wouldn't at all be surprised if his inspirations were Crysis because this is at best a tech demo and most likely will never move beyond that seeing as he's spending all his time on improving the visuals and the only interactions he shows off are climbing ladders and opening lockers.
    Last edited: Dec 23, 2020
  6. MDADigital


    Apr 18, 2020
    Those handgranade explosions are part of a particle pack we use. :p I saw some other assets we use too always fun todo some asset spotting.

    Edit: share some weapons too :p
  7. Neto_Kokku


    Feb 15, 2018
    You can definitely achieve those kinds of visuals in Unity. You don't even need modern Unity, even 5.6 will do (most of the great rendering-related 3rd party assets sprung during that era).

    The challenge is getting something with that many renderers and LODGroups to run at an acceptable framerate on consoles. Unity lacks several features needed to ensure good performance with large worlds:

    - There's no LOD for lights and particles. Lights and particle systems will always render, regardless of distance to camera or screen-size, as long as they are within the camera frustum. A shadow-casting light will likewise always render its shadows. You have to use scripts to manually fade-out lights and simplify particle systems, which eats away main-thread performance.

    - Umbra pre-computed occlusion culling does not scale to very large levels, and does not work with scene streaming or world origin shifting. There is no dynamic occlusion culling at all: if there's an enemy base behind a mountain, each single renderer is being processed and sent to the GPU by Unity. Pray they are rendered after the mountain by the GPU, otherwise you get some nasty overdraw.

    - There's no animation LOD.

    Don't even get me started on the primitive terrain and foliage support.
    AquaAF, ScreenJuice, Ryiah and 4 others like this.
  8. koirat


    Jul 7, 2012
    We need "Damn right" button since clicking "Like" on a post above seams so inappropriate.
    AquaAF likes this.
  9. Deleted User

    Deleted User


    Hey there! I am the developer of Project Ferocious.

    For more details about the project, I made this reddit post a while ago where I describe the story and showcase some of the features:

    And if you are curious about the project and would like to follow it, you can check out my twitter:

    Thanks for your kind words ! I got into gamedev 12 years ago, and I basically grew up with Unity and love working with it.
    The game will consist of a number of open semi-linear Levels, so its not open world, even if it may seem like it. Right now, the first Level is 2x2 km in size, however big chunks of this area are not accessible. I have been working on Project Ferocious for about ~2 years in my spare time.

    I just started to upload footage on the internet about three months ago, which is why there is so little information about it.

    Thanks for comparing the voice acting to FEAR haha! The current voice samples are just place holders and will be replaced by proper voice acting in the future.

    Yes, I am using a good bunch of external assets at the moment. I am mainly a programmer, and while I can do some Art (I made the big trees, some creatures, buildings and FPS animations), it takes me a very long time and I also just dont have the skill to create AAA looking characters or particle effects. But luckily, these things can be replaced easily

    I certainly didnt pay anyone to make a video. Bluedrake was simply interested in the project ..

    Crysis was one of my inspirations for the game, which is why I put a lot of care into making a dynamic and immersive world. But besides graphics related systems, there are also a whole bunch of other systems I created for the game (and post about on Twitter), including:
    - Enemy AI using an goal oriented action programmer
    - Weapon system (bullet penetration, ricochet, ...)
    - Player movement (parcour, climbing, swimming, diving, ...)
    - Driveable vehicles
    - Animal AI
    - Stealth mechanics
    - Etc.

    Regarding LOD for lights: I am using the HDRP, and I noticed that at least the of the lights shadows fade out over distance. But I am not sure if lights generally fade out. Its really weird to me Particle LODs are not a feature yet.

    The Level is quite huge (2x2 km). In the beginning I still calculated Occlusion Culling and it seemed to improve performance, but after the Level got bigger and bigger, I decided it just wasnt worth the struggle anymore.

    The terrain has been improved, but is still very basic .. And foliage support is pretty much non existent, which is why I made the entire foliage system from scratch. But on the other hand, this is what I love about Unity: Its so easy to implement new features.

    If you have any more questions, I am happy to answer to them!
    Last edited by a moderator: Dec 24, 2020
    AquaAF, landonth, Arowx and 2 others like this.
  10. MDADigital


    Apr 18, 2020
    You could try with GPU culling and compare performance
  11. Deleted User

    Deleted User


    Thats a good idea, culling seems to take up a good chunk of a frame..
  12. Arowx


    Nov 12, 2009
    @omeletteandyogurt What have been the best and worst things you have found working with Unity?

    And how could Unity be improved in your opinion?
    Ryiah likes this.
  13. Deleted User

    Deleted User


    When working in Unity, I really like how I can implement any new features and ideas easily. I feel like while Unity may come with less features out of the box than some of its competitors, it is so dynamic and flexible that its not a big issue to implement them yourself. I am sure that the custom dynamic vegetation system I made for my game would be very hard to implement in any other engine. Also I (almost) never feel like I have to fight the engine, since it gives a access to a lot of low-level functionality. I also really like the package system, and the new prefab system. While I am personally not a huge fan of visual scripting, I really appreciate what they did with shader graph, and I think they did an great job with the HDRP.

    On the other hand, it sometimes boggles me how very basic functionality (like an offical wind system for custom vegetation, tessellation for the terrain) is missing, however I feel like these things will be introduced with the scriptable render pipelines. The very flexible nature of unity can also become a problem, especially with external assets. To stay with the wind example: If different asset sellers offer vegetation assets, they might all be using a different custom wind solution which would bloat the project. One thing that I also dislike is the huge amount of game objects that are needed to build a scene. Especially when using LOD groups - I wish could just have all renderers on one gameobject instead of using one for each LOD level.

    I hope that Unity continues on the path they are currently on, adding new features but keeping them open enough to allow developers to add their own ideas to them. For example, if they were to add a wind system - I think it would be great if it was just a shader graph node, so I can simply hook my touch bending into it using shadergraph.