There's also no easy way to test for things like "do the shadows render correctly".
About the only thing you can do is take before/after screenshots and compute a signal-to-noise ration on a diff between the images. Which makes for an extremely fragile test definition. What if you change the default FOV of the camera? Now all your tests fail for no good reason.
And game development usually involves a lot of iteration, so setting up tests is at best a waste of time, and at worst a crutch that hurts productivity.
The best benefit we've found for unit tests is in low level platform specific code and generic containers. Things of that nature which absolutely must work and can themselves be tested in isolation.
I'm sure when we finish the project and look back on it we can go in, clean up, and implement far more unit tests for the code we already have.
About the only thing you can do is take before/after screenshots and compute a signal-to-noise ration on a diff between the images. Which makes for an extremely fragile test definition. What if you change the default FOV of the camera? Now all your tests fail for no good reason.