I can understand WHY they did it, they really upped the details this time around so things do look pretty when you zoom all the way in but god damn, the citizens look eerie as fuck
>It gets worse, though. It seems that Cities: Skylines 2 doesn't appear to cull objects that aren't visible particularly well and combined with the method used for creating shadows (four separate rendering passes just for shadows), a huge amount of time is wasted on processing data that's completely unnecessary. Nearly three quarters of all the draw calls and half the frame time in the analysis were for just doing the shadows!
>and combined with the method used for creating shadows (four separate rendering passes just for shadows)
So the typical way of doing it? What would be the default in Unity and never touched by them at all?
>I can understand WHY they did it
The reason "why" they did it is that they downloaded an asset pack for people models and slapped it on the game without an idea on what they are doing. They are technologically incompetent.
A high polycount for asses is necessary unless you're a shitty dev who hates when characters look correct. Notice in
worth every tris
how you never see unnatural folding of the leg as she walks. You gotta have all of those polys on that ass to make it natural when a character walks. It actually does serve a purpose outside of making you ponder how loudly you could make her cheeks clap.
I can understand WHY they did it, they really upped the details this time around so things do look pretty when you zoom all the way in but god damn, the citizens look eerie as fuck
>It gets worse, though. It seems that Cities: Skylines 2 doesn't appear to cull objects that aren't visible particularly well and combined with the method used for creating shadows (four separate rendering passes just for shadows), a huge amount of time is wasted on processing data that's completely unnecessary. Nearly three quarters of all the draw calls and half the frame time in the analysis were for just doing the shadows!
rofl
Yeah you can activate the developer mode yourself and just see what a mess it is
Game is incomplete too because they turned off the export code, you only import things
~7 years of development time for Cities Skylines 2 and that is the bullshit that they gave us? WHAT HAPPENED? The 2nd game is essentially the first game, but with all the DLC, some mods, and slightly better graphics.
It's shit yeah but at least it sets a decent baseline for when the performance gets fixed. A lot of the QOL mods you had to download are built in now. Detail is much better, maps can potentially be much MUCH bigger than before.
For now it's better to stick to the first game though, you just can't beat it in terms of functionality and customization. You can create your own custom roads, manually spawn in every single thing. Cities Skylines 2 looks prettier by default but a good Cities Skylines 1 city with mods can look good enough
delusional gametards always with the same reactions. these companies blow big, enter a money realm most of us deem obscure. there's players here, bigger than the game companies, the players have agents (if you will) - these agents worm their way into these successful companies with the idea of purging it all for $$$$$$$ - this is not a new concept - hate the game not tha playa
LOD2, LOD1, LOD0 from left to right, altough you'd pick LOD2 and maybe even just billboard it instead from a birds eye view especially for a top down isometric tycoon game
things in not-real-land are secretly lots of shapes. PC think meat big ouchie when see many shapes. things that far not need many shapes. game wizards make many versions of same thing. some have many shape for when grug close. some very few shape for when grug far
wizards making thing shape many times be big task. some wizards try new magic to do it less. sometimes not work good.
3 weeks ago
Anonymous
Alright you cheeky sod that was quite funny
>what they should have done
I'm not familiar with CS2, so I don't know if they have a premade LODs or dynamic on runtime LODs or another system, but yes generally the middle for good trade off between quality and triangle count
No. LOD0 is what you see when you're super close. When you get further away you should see the middle when you can't tell the difference between the two. And even further away you should see the left one when you can't tell the difference between that and middle.
At least that's how it's supposed to work.
>what they should have done
I'm not familiar with CS2, so I don't know if they have a premade LODs or dynamic on runtime LODs or another system, but yes generally the middle for good trade off between quality and triangle count
No. LOD0 is what you see when you're super close. When you get further away you should see the middle when you can't tell the difference between the two. And even further away you should see the left one when you can't tell the difference between that and middle.
At least that's how it's supposed to work.
3 weeks ago
Anonymous
LOD0 is way too much for a city builder and it's an example of pure decadence and wasting of people's memory. Your gameplay is unharmed by LOD1 and no the camera doesn't need to zoom in within 1 inch of the wood pile so it's a waste of resources to support that level of quality for something literally .1% of people will notice or care about.
3 weeks ago
Anonymous
Yes for the game it's dumb but in general terms that's how it works.
3 weeks ago
Anonymous
Bro what? You can't have a LOD1 without having a LOD0
3 weeks ago
Anonymous
LOD1 should be LOD0 you git. LOD2 should be LOD1. LOD0 should be thrown in the trash.
>Who hasn't moved on to Vulkan?
The vast majority of the games industry. Here's every game that supports Vulkan: https://www.vulkan.org/made-with-vulkan
>let's just outsource our 3d modeling to some indian sweatshop, what could possibly go wrong
Starfield did the same and it runs like shit, pajeetware used to be a webdev thing, now it's in my vidyagaems too
>All help desks for any company have been outsourced to pajeets since the 2000s, making it impossible to actually call a helpline for assistance on a more complex issue. >All web and mobile design is pajeet shit, making them slow and unresponsive trash. >Now games are doing the same shit.
I imagine it'd be the same for me if I worked commercial. I wonder what they will go to next, maybe the microcomputers we put in our cars and appliances?
It's extremely expensive to outsource critical infrastructure like that, because the companies inevitably wind up losing far more money than if they'd just paid competent white dudes to do it.
>7,000 draw calls and over 50,000 API calls (requests made by the game, via DirectX) in a single frame.
you know thats nothing right?
even saints row 3 was hitting over 8000 drawcalls on DX9
From what I can tell Skyline 2 is W10 exclusive so it has no reason not to be using DX12.
It should be a single big model instead of several small ones lumped together unless you intend to show individual logs being picked up and placed down from the pile
Well yeah, because it's just a shell with nothing inside, unlike the OP's abomination being set up so that the interior trunk of whatever log buried several feet in is fully modeled too as if anyone's ever gonna see it. As was said the only way this makes sense is if the pile is meant to be completely pulled apart/destructable to model every log.
Topology in this case only matters for the vertex count, for static meshes like this log pile it doesn't matter only when you deform a mesh like a character topology is really important
Except it counts if you use automatic lods, as it will deform it.
3 weeks ago
Anonymous
>retopo manually for lower LOD >use automatic LOD
are you retarded
3 weeks ago
Anonymous
It's a clear test if your topology is good, which isn't, it looks like ass from far away, all those twisted edges, vertices have no congruence.
3 weeks ago
Anonymous
I used a quick remesh and bake or you can skip the bake with decimate which took 1 minute, if u wanna manually do the retopo yourself sure but there's no need for it because it's a static model
3 weeks ago
Anonymous
>why bother? Something else will take care of it
This exact same philosophy caused this entire thing.
3 weeks ago
Anonymous
Not making the topology autismo perfect vs even just batch processing a decimate on the mesh aren't even close
3 weeks ago
Anonymous
I never said process, the line of thinking is the same, someone probably thought they could just decimate the models later and marked the task as completed.
And they said something similar, "we made them that way because we will use them later for something else".
It astonishes me how quickly vertices add up. You could model something ultra-low poly, but then the moment you try to smooth it out with one pass of subdivision surface, you're up to 10k verts just like that.
that's probably the actual problem
each rajeesh submits a trillion vertices object and when trillion pajeets submit a trillion vertices object each you get shartfield "1 fps"
Delete all but the flat faces on the camera facing edge. Extrude it back creating one really long face.
Fucking game designers are too obsessed with square quads. If it's a static object you make it as low poly as possible.
T. Someone who optimizing junk models for a living.
Each flat face is a different number of vertices. You'd never be able to tell its just straight cyclinders unless you get close enough it fills the entire screen. Even then, you could add 3 edge loops and a noise modifier if you really want to be that pedantic. You could get it down to about 3000 tris. Hell if it's far enough away you could make it less than 1000
>Fucking game designers are too obsessed with square quads
Indianon.. quads are only useful when modeling...game engines triangulate models
Yeah no shit. That's why I hate when game designers make everything square and absolutely fucking pointless. Edge loops are what is the key, Square quads are only useful for deformation, and even then, there are better methods to optimise your model so it crashes through itself and not look like it's a tube.
>ask cumb question thinking people are dumber htan you and can"t respont >get obliterated by a simple piece of trturh >B.B.B.B.B..BUT IT'S LE BAD OK I WON
Lol, go drool somewhere else you piece of literal shit
3 weeks ago
Anonymous
Did you type that while frothing at the mouth? If I was going to call someone a retard I'd be really careful not to make a bunch of extremely obvious spelling errors, retard.
so many threads about this dogshit game, cities skylines 2. i just gotta ask, what happened? i thought the first game was a competent city sim made by indie devs. why is every model in the new game one gorillion polygons, and how has it ran on any dev pc without melting and somebody saying, maybe we should fix this?
There's lots of art tutorials on youtube about how to draw the effect of high detail. This reminds me of those. The top one isn't necessarily as technically complex, but gives the illusion of high detail through high contrast, which makes it look good. Just look at those trees, those super dark patches of green picking out little details here and there goes a really long way.
Maybe. Alan Wake 2 had big collections of popcorn that was mostly normal maps and it looked weird. Can't beat real geometry if you can walk around something and get close to it. Goes double for anything in vr.
2B's ass will be on your face for the entire game and clearly the main selling point of the game so it's entirely justified. 100k for log doodad is just bad.
The citizens are the worst part. Things that are only ever seen from a birds eye view from the city planner's perspect most of the time.
And they are more detailed than Sim's models. But somehow look like ass. So you have PC's trying to render tens of thousands or more of all these high detailed models and just melting.
Meanwhile 30 years ago Simcity didn't try to fucking simulate Nu-Male-Model3515 going through his day and it let you make entire nations
unironically picrel looks better to me than a screen cap of a similar shot from CS2, it looks more realistic here even if its clearly an older game. CS looks almost cartoon like by comparison.
>Thats what LoD loading is for
You have to understand, the devs that work at Paradox are all diversity hire retards
of course, outsourced development has its own challenges, please understand sirs.
new cities skylines 2 game pulled a Final Fantasy 1.0 and has way, way, way too many details for citizens and props so 99.99% of their core audience can't even load the fucking menu without lag
The cities skyline 2 fiasco seems a lot better documented since literally anybody can rip unity assets in like 10 minutes. I've done it before (not for this game because I don't own it) and its incredibly easily.
Get greedy and outsource major parts of your code, dick around during development (get shit back in return that barely functions), waste significant time on features no one asked for (monster maker post-modern sim generator), dead line begins to loom, no work ethic or care for craft enables you to release a pile of shit.
Was watching that Casali dev commentary for half life and absolutely lost it when he mentioned that the maximum budget for a staircase scene was 500 faces
How do you get to that conclusion?
These models and their LoDs aren't produced in Unity.
Why the fuck do Ganker posters have such a hate boner for Unity?
Every time you criticize it, you just reveal how little you actually know
Unity has made game development far too accessible to the point where it's lowered the quality of games being released as now any retard feels qualified. Just look at that Sonic game that only just came it, it was made in Unity and just looks like some cheap shitty asset flip. If developers were forced to develop their games from scratch again the quality of the games they'd produce would be far higher.
That isn't a technical reason, it's a social one. Unity can make good games, but it makes it easy to make crummy games, so you aren't required to use high-skill developers to make games. Which means the overall skill level of the industry goes down.
3 weeks ago
Anonymous
it's always been easy to make shitty games
there's so much dos shovelware out there
Unity is the reason why the game isn't CPU bound for the simulation. And Unity now has a fully customizable GPU render layer so you could have effectively done your own rendering solution for this game while getting the advanced multithreaded ECS and DOTS system for handling all the simulation logic. And as mentioned in the post, Unreal doesn't have anything comparable for simulations but Nanite and Lumen might have fixed the rendering issues but at a significant trade off for modability. Something to remember with Unity, it's actually trivial to mod the game, with or without CO's consent.
The game is rendering poorly because they're literally wasting GPU time on props and details that contribute to literal single pixels (or no pixels) to the final pass. The teeth is just the most egregious example because they're literally never visible and often represent <1 pixel of screen space yet the game has to spend time attempting to render them MULTIPLE TIMES. Even if it's microseconds, if you do this 10,000 times, that's significant frame time.
It also still doesn't explain why my 4090 goes up to 90% load playing the game either, the game is actually thrashing your GPU.
Who was asking for this in a city management/building game?
The only time I zoomed in on Skylines 1 was to take in the view of what my city looked like, not what random houses/people looked like
dunno what's vertices but pile of logs are established and need everything imo
I've gotten away with like 15 per log haha
>Cities: Skylines 2 engine is making nearly 7,000 draw calls and over 50,000 API calls (requests made by the game, via DirectX) in a single frame.
lol, lmao
Each citizen is like 10k tri's
I can understand WHY they did it, they really upped the details this time around so things do look pretty when you zoom all the way in but god damn, the citizens look eerie as fuck
>It gets worse, though. It seems that Cities: Skylines 2 doesn't appear to cull objects that aren't visible particularly well and combined with the method used for creating shadows (four separate rendering passes just for shadows), a huge amount of time is wasted on processing data that's completely unnecessary. Nearly three quarters of all the draw calls and half the frame time in the analysis were for just doing the shadows!
rofl
Yeah you can activate the developer mode yourself and just see what a mess it is
Game is incomplete too because they turned off the export code, you only import things
>and combined with the method used for creating shadows (four separate rendering passes just for shadows)
So the typical way of doing it? What would be the default in Unity and never touched by them at all?
link the source
>they really upped the details this time around so things do look pretty when you zoom all the way in
Thats what LoD loading is for
>Thats what LoD loading is for
You have to understand, the devs that work at Paradox are all diversity hire retards
>supporting pop-in
have a nice day
LoD isnt the same as pop-in consolefag. You wouldnt know that, though.
Yes, unfortunately the cities skylines devs didn't bother with LODs before launch.
>look pretty
They upped the detail because they are making a sims clone and want cities skylines 2 to interconnect with it
>I can understand WHY they did it
The reason "why" they did it is that they downloaded an asset pack for people models and slapped it on the game without an idea on what they are doing. They are technologically incompetent.
A high polycount for asses is necessary unless you're a shitty dev who hates when characters look correct. Notice in
how you never see unnatural folding of the leg as she walks. You gotta have all of those polys on that ass to make it natural when a character walks. It actually does serve a purpose outside of making you ponder how loudly you could make her cheeks clap.
It's fake you fucking retard
The greatest trick Nvidia ever played was convincing people to buy tech demos rather than games.
~7 years of development time for Cities Skylines 2 and that is the bullshit that they gave us? WHAT HAPPENED? The 2nd game is essentially the first game, but with all the DLC, some mods, and slightly better graphics.
They suddenly got fuckloads of money so they just spent it on retarded shit like office barcade.
It's shit yeah but at least it sets a decent baseline for when the performance gets fixed. A lot of the QOL mods you had to download are built in now. Detail is much better, maps can potentially be much MUCH bigger than before.
For now it's better to stick to the first game though, you just can't beat it in terms of functionality and customization. You can create your own custom roads, manually spawn in every single thing. Cities Skylines 2 looks prettier by default but a good Cities Skylines 1 city with mods can look good enough
>maps can potentially be much MUCH bigger than before.
Not really, only if you don't count the ability to actually unlock all the tiles of the CS1 map
>drop Linux support
>drop Switch support
Is there any bigger signal that a game will be an outsourced, buggy pile of shit?
delusional gametards always with the same reactions. these companies blow big, enter a money realm most of us deem obscure. there's players here, bigger than the game companies, the players have agents (if you will) - these agents worm their way into these successful companies with the idea of purging it all for $$$$$$$ - this is not a new concept - hate the game not tha playa
None of Ganker has any idea whether that's actually bad or not but they're going to pretend they know it's absolutely terrible.
Well let's put it to context that Cyberpunk max is about 10k.
>I don't know what this means so no-one does
I'm a graphics dev it's bad.
Logs should be this level of detail from a birds eye view like you have in cities skyline
topology doesn't matter if the mesh is static, just use meshoptimizer and verify that each LOD looks good
>I'm a graphics dev it's bad.
Same
LOD2, LOD1, LOD0 from left to right, altough you'd pick LOD2 and maybe even just billboard it instead from a birds eye view especially for a top down isometric tycoon game
so from a brainlet pov
>CS2
that kind of thing on the right
>what they should have done
Middle
Right?
things in not-real-land are secretly lots of shapes. PC think meat big ouchie when see many shapes. things that far not need many shapes. game wizards make many versions of same thing. some have many shape for when grug close. some very few shape for when grug far
wizards making thing shape many times be big task. some wizards try new magic to do it less. sometimes not work good.
Alright you cheeky sod that was quite funny
I see, thanks
>what they should have done
I'm not familiar with CS2, so I don't know if they have a premade LODs or dynamic on runtime LODs or another system, but yes generally the middle for good trade off between quality and triangle count
No. LOD0 is what you see when you're super close. When you get further away you should see the middle when you can't tell the difference between the two. And even further away you should see the left one when you can't tell the difference between that and middle.
At least that's how it's supposed to work.
LOD0 is way too much for a city builder and it's an example of pure decadence and wasting of people's memory. Your gameplay is unharmed by LOD1 and no the camera doesn't need to zoom in within 1 inch of the wood pile so it's a waste of resources to support that level of quality for something literally .1% of people will notice or care about.
Yes for the game it's dumb but in general terms that's how it works.
Bro what? You can't have a LOD1 without having a LOD0
LOD1 should be LOD0 you git. LOD2 should be LOD1. LOD0 should be thrown in the trash.
>2023
>DirectX
That's a huge red flag right there. Who hasn't moved on to Vulkan?
>Who hasn't moved on to Vulkan?
The vast majority of the games industry. Here's every game that supports Vulkan: https://www.vulkan.org/made-with-vulkan
How come when I launch almost any game on Steam, it first has to "Process Vulkan shaders"?
What's the diff?
Haven't really looked up Vulkan/DirectX stuff
>let's just outsource our 3d modeling to some indian sweatshop, what could possibly go wrong
Starfield did the same and it runs like shit, pajeetware used to be a webdev thing, now it's in my vidyagaems too
>All help desks for any company have been outsourced to pajeets since the 2000s, making it impossible to actually call a helpline for assistance on a more complex issue.
>All web and mobile design is pajeet shit, making them slow and unresponsive trash.
>Now games are doing the same shit.
My workplace has had growing IT issues for years. Nothing gets fixed because the outsouced pajeets don't have a clue how to fix anything.
I imagine it'd be the same for me if I worked commercial. I wonder what they will go to next, maybe the microcomputers we put in our cars and appliances?
Wish we lived in a country where we made it punitively expensive to outsource to mentally retarded 3rd worlders.
It's extremely expensive to outsource critical infrastructure like that, because the companies inevitably wind up losing far more money than if they'd just paid competent white dudes to do it.
it's been the standard for a while now for AAA
>7,000 draw calls and over 50,000 API calls (requests made by the game, via DirectX) in a single frame.
you know thats nothing right?
even saints row 3 was hitting over 8000 drawcalls on DX9
From what I can tell Skyline 2 is W10 exclusive so it has no reason not to be using DX12.
for another reference Skyrim SE allows you to hit 10k drawcalls before it gets CPU bound
SIR PLEASE
>dunno what's vertices
Seriously? That's like not knowing what a pixel is.
>Half circle, 16 verts
>Bake detail into a normalmap
>Done
They are laid down horizontally
It should be a single big model instead of several small ones lumped together unless you intend to show individual logs being picked up and placed down from the pile
why would there be pile of logs if it wasn't going to be picked up?
why make a building you cant enter?
You don't interact with a "pile of logs." Any kind of interaction with it would have to break it up into individual objects.
Even if something is going to interact with them, most games will just generate a new object on the lump pile rather than modeling the entire pile.
This is the direct result of hustle culture and people rejecting the "Work smart, not hard" mentality.
Pure incompetence.
The studio also defended not using LOD's by saying that it's meant to future-proof the game.
even AI generated has less vertices
Well yeah, because it's just a shell with nothing inside, unlike the OP's abomination being set up so that the interior trunk of whatever log buried several feet in is fully modeled too as if anyone's ever gonna see it. As was said the only way this makes sense is if the pile is meant to be completely pulled apart/destructable to model every log.
Ah ye true probably some indian artist that didn't know how to retopologize, I retopoed and baked it down, it's now 1K vertices
Yes, more drawcalls = more state changes like materials/shaders = less fps
how do i generate this
AI
Yes, obviously a higher number is worse than a lower number but Ganker doesn't have a clue if the average number for games is 3 or 3,000,000.
Your new topology is also terrible.
Topology in this case only matters for the vertex count, for static meshes like this log pile it doesn't matter only when you deform a mesh like a character topology is really important
Except it counts if you use automatic lods, as it will deform it.
>retopo manually for lower LOD
>use automatic LOD
are you retarded
It's a clear test if your topology is good, which isn't, it looks like ass from far away, all those twisted edges, vertices have no congruence.
I used a quick remesh and bake or you can skip the bake with decimate which took 1 minute, if u wanna manually do the retopo yourself sure but there's no need for it because it's a static model
>why bother? Something else will take care of it
This exact same philosophy caused this entire thing.
Not making the topology autismo perfect vs even just batch processing a decimate on the mesh aren't even close
I never said process, the line of thinking is the same, someone probably thought they could just decimate the models later and marked the task as completed.
And they said something similar, "we made them that way because we will use them later for something else".
Fair enough
get schooled, fuckwit
dude stop this dogshit is so embarrassing
It won't stop anon, no matter how much you might wish it did.
Fucking cool, I will make learning retopo and baking maps my top priority.
>add modifier
>decimate
AAAAAAAAAAAAAA HELP ME BLENDERMAN
I tried just using decimate, but for this generated model it doesn't give good results
Made it even more low poly with a quick guide
It astonishes me how quickly vertices add up. You could model something ultra-low poly, but then the moment you try to smooth it out with one pass of subdivision surface, you're up to 10k verts just like that.
sir please to understand game desgin very hard sir
Almost all of them are at the log ends too. Am I seeing that right?
They said to squeeze all the juice out of the 4090, well, not a good game to make after all.
Rajeesh worked hard on that log pile
that's probably the actual problem
each rajeesh submits a trillion vertices object and when trillion pajeets submit a trillion vertices object each you get shartfield "1 fps"
upgrade your PC, chud
I could literally fix that in a moment
Delete all but the flat faces on the camera facing edge. Extrude it back creating one really long face.
Fucking game designers are too obsessed with square quads. If it's a static object you make it as low poly as possible.
T. Someone who optimizing junk models for a living.
>Fucking game designers are too obsessed with square quads
Indianon.. quads are only useful when modeling...game engines triangulate models
>I can fix it by turning a pile of logs into a pile of perfectly symmetrical cylinders
Huh?
Each flat face is a different number of vertices. You'd never be able to tell its just straight cyclinders unless you get close enough it fills the entire screen. Even then, you could add 3 edge loops and a noise modifier if you really want to be that pedantic. You could get it down to about 3000 tris. Hell if it's far enough away you could make it less than 1000
Yeah no shit. That's why I hate when game designers make everything square and absolutely fucking pointless. Edge loops are what is the key, Square quads are only useful for deformation, and even then, there are better methods to optimise your model so it crashes through itself and not look like it's a tube.
>unless you get close enough it fills the entire screen
It's a PC game so people are going to do that.
Worrying about what 1% is gonna do is your biggest problem. You should be more concerned the diffuse and normal map is working correctly.
That's a big pile of wood
For you
Bump for more 3D model stuff
What kind of 3D model stuff would you like to see anon
Examples of good 3D models, how it is done right, tricks, cool and clever techniques
And maybe some burning shit awful ones for amusement/horror.
That shit is worthless once you try to animate it
You are worthless if you can't handle low poly
>ask cumb question thinking people are dumber htan you and can"t respont
>get obliterated by a simple piece of trturh
>B.B.B.B.B..BUT IT'S LE BAD OK I WON
Lol, go drool somewhere else you piece of literal shit
Did you type that while frothing at the mouth? If I was going to call someone a retard I'd be really careful not to make a bunch of extremely obvious spelling errors, retard.
Ummm bugz?
Source?
humine_no66
so many threads about this dogshit game, cities skylines 2. i just gotta ask, what happened? i thought the first game was a competent city sim made by indie devs. why is every model in the new game one gorillion polygons, and how has it ran on any dev pc without melting and somebody saying, maybe we should fix this?
Is there a publicly available AI that can generate 3D models yet? Like even really low-poly ones.
Yes.
I'm waiting for one that works with 2D spites. I'd love to make a 2d games but fuck learning art
it was the needful, saar
Reminder: You can still get a full refund on WC3:Reforged regardless of how long you have owned or played the game.
There's lots of art tutorials on youtube about how to draw the effect of high detail. This reminds me of those. The top one isn't necessarily as technically complex, but gives the illusion of high detail through high contrast, which makes it look good. Just look at those trees, those super dark patches of green picking out little details here and there goes a really long way.
What's Valheim's? Surely it can't be more than like, 200.
Mine do.
WHAT IS A MESH? A MISERABLE LITTLE PILE OF WOOD!
No. Correct use of textures would bring it down to 100-1000 depending on how detailed you want it to be.
Maybe. Alan Wake 2 had big collections of popcorn that was mostly normal maps and it looked weird. Can't beat real geometry if you can walk around something and get close to it. Goes double for anything in vr.
2B's ass will be on your face for the entire game and clearly the main selling point of the game so it's entirely justified. 100k for log doodad is just bad.
The citizens are the worst part. Things that are only ever seen from a birds eye view from the city planner's perspect most of the time.
And they are more detailed than Sim's models. But somehow look like ass. So you have PC's trying to render tens of thousands or more of all these high detailed models and just melting.
Meanwhile 30 years ago Simcity didn't try to fucking simulate Nu-Male-Model3515 going through his day and it let you make entire nations
unironically picrel looks better to me than a screen cap of a similar shot from CS2, it looks more realistic here even if its clearly an older game. CS looks almost cartoon like by comparison.
of course, outsourced development has its own challenges, please understand sirs.
Its not if you never blow her up
worth every tris
>significant bump in tris for the ass
They knew what they were doing
>open model in blender
>hit subdivide a couple hundred times
>post image on the internet
>everyone believes it
>optimizing the entire game to add more polys to the ass
based
if you've ever seen the original, this is just someone subdividing repeatedly to make it look like it has more than that
the original is probably around 80k or so, which is still high
What slop is this?
new cities skylines 2 game pulled a Final Fantasy 1.0 and has way, way, way too many details for citizens and props so 99.99% of their core audience can't even load the fucking menu without lag
How come this runs great on my deck then? It looks better than go and it might even run better than it.
Does it have LODs? If so, this is perfectly fine for the high poly (round things take a lot of faces, and this is just a stack of round things).
you dont understand how lod works
stop posting on this website
>i can have a 50 mil vert model because lod =D!
These are the sort of games that ensure I'll never upgrade my PC. It's just insulting. I'd sooner just play on my Switch.
A lot of these wireframe screenshots smell like bullshit. Like that starfield sandwich which turned out to be fake
The cities skyline 2 fiasco seems a lot better documented since literally anybody can rip unity assets in like 10 minutes. I've done it before (not for this game because I don't own it) and its incredibly easily.
How do devs even manage to do this shit?
This is their FOURTH sim builder game and their second city sim game, its all
colossal order makes.
Get greedy and outsource major parts of your code, dick around during development (get shit back in return that barely functions), waste significant time on features no one asked for (monster maker post-modern sim generator), dead line begins to loom, no work ethic or care for craft enables you to release a pile of shit.
seniors devs retire
smart phone diversity hire zoomers who only know unity get hired
Was watching that Casali dev commentary for half life and absolutely lost it when he mentioned that the maximum budget for a staircase scene was 500 faces
https://blog.paavo.me/cities-skylines-2-performance/
>individual and connected cables
>it also features cable management hole
Fancy
What I'm getting from this is "don't use Unity"
How do you get to that conclusion?
These models and their LoDs aren't produced in Unity.
Why the fuck do Ganker posters have such a hate boner for Unity?
Every time you criticize it, you just reveal how little you actually know
I admit I don't know much about it. However, the article does make mention of how some of its features seem unsupported or maintained.
Sorry.
Unity has made game development far too accessible to the point where it's lowered the quality of games being released as now any retard feels qualified. Just look at that Sonic game that only just came it, it was made in Unity and just looks like some cheap shitty asset flip. If developers were forced to develop their games from scratch again the quality of the games they'd produce would be far higher.
commercial game engines aren't anything new. they've gotten easier to use sure, but this idea that every game was made from the ground up is not true
You probably shouldn't wade in with an opinion on things you clearly don't understand.
That isn't a technical reason, it's a social one. Unity can make good games, but it makes it easy to make crummy games, so you aren't required to use high-skill developers to make games. Which means the overall skill level of the industry goes down.
it's always been easy to make shitty games
there's so much dos shovelware out there
Unity is the reason why the game isn't CPU bound for the simulation. And Unity now has a fully customizable GPU render layer so you could have effectively done your own rendering solution for this game while getting the advanced multithreaded ECS and DOTS system for handling all the simulation logic. And as mentioned in the post, Unreal doesn't have anything comparable for simulations but Nanite and Lumen might have fixed the rendering issues but at a significant trade off for modability. Something to remember with Unity, it's actually trivial to mod the game, with or without CO's consent.
The game is rendering poorly because they're literally wasting GPU time on props and details that contribute to literal single pixels (or no pixels) to the final pass. The teeth is just the most egregious example because they're literally never visible and often represent <1 pixel of screen space yet the game has to spend time attempting to render them MULTIPLE TIMES. Even if it's microseconds, if you do this 10,000 times, that's significant frame time.
It also still doesn't explain why my 4090 goes up to 90% load playing the game either, the game is actually thrashing your GPU.
I see. Unity sounds pretty good then. I take it back.
Who was asking for this in a city management/building game?
The only time I zoomed in on Skylines 1 was to take in the view of what my city looked like, not what random houses/people looked like
Of course, how else would you be able to shoot the pile and have all the individual logs shatter around.
Surely you can do that
Depends if they need individual physics.