Does a log pile really need 100k vertices?

Does a log pile really need 100k vertices?

  1. 3 weeks ago
    Anonymous

    dunno what's vertices but pile of logs are established and need everything imo

  2. 3 weeks ago
    Anonymous

    I've gotten away with like 15 per log haha

  3. 3 weeks ago
    Anonymous

    >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

    • 3 weeks ago
      Anonymous

      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

      • 3 weeks ago
        Anonymous

        >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

        • 3 weeks ago
          Anonymous

          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

        • 3 weeks ago
          Anonymous

          >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?

        • 3 weeks ago
          Anonymous

          >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

          link the source

      • 3 weeks ago
        Anonymous

        >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

        • 3 weeks ago
          Anonymous

          >Thats what LoD loading is for
          You have to understand, the devs that work at Paradox are all diversity hire retards

        • 3 weeks ago
          Anonymous

          >supporting pop-in
          have a nice day

          • 3 weeks ago
            Anonymous

            LoD isnt the same as pop-in consolefag. You wouldnt know that, though.

        • 3 weeks ago
          Anonymous

          Yes, unfortunately the cities skylines devs didn't bother with LODs before launch.

      • 3 weeks ago
        Anonymous

        >look pretty

      • 3 weeks ago
        Anonymous

        They upped the detail because they are making a sims clone and want cities skylines 2 to interconnect with it

      • 3 weeks ago
        Anonymous

        >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.

        • 3 weeks ago
          Anonymous

          It's fake you fucking retard

        • 3 weeks ago
          Anonymous

          The greatest trick Nvidia ever played was convincing people to buy tech demos rather than games.

    • 3 weeks ago
      Anonymous

      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

      ~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.

      • 3 weeks ago
        Anonymous

        They suddenly got fuckloads of money so they just spent it on retarded shit like office barcade.

      • 3 weeks ago
        Anonymous

        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

        • 3 weeks ago
          Anonymous

          >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

      • 3 weeks ago
        Anonymous

        >drop Linux support
        >drop Switch support
        Is there any bigger signal that a game will be an outsourced, buggy pile of shit?

      • 3 weeks ago
        Anonymous

        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

    • 3 weeks ago
      Anonymous

      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.

      • 3 weeks ago
        Anonymous

        Well let's put it to context that Cyberpunk max is about 10k.

      • 3 weeks ago
        Anonymous

        >I don't know what this means so no-one does

      • 3 weeks ago
        Anonymous

        I'm a graphics dev it's bad.

        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

        Logs should be this level of detail from a birds eye view like you have in cities skyline

        Your new topology is also terrible.

        topology doesn't matter if the mesh is static, just use meshoptimizer and verify that each LOD looks good

        • 3 weeks ago
          Anonymous

          >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

          • 3 weeks ago
            Anonymous

            so from a brainlet pov
            >CS2
            that kind of thing on the right
            >what they should have done
            Middle

            Right?

            • 3 weeks ago
              Anonymous

              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.

                I see, thanks

            • 3 weeks ago
              Anonymous

              >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

            • 3 weeks ago
              Anonymous

              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.

    • 3 weeks ago
      Anonymous

      >2023
      >DirectX
      That's a huge red flag right there. Who hasn't moved on to Vulkan?

      • 3 weeks ago
        Anonymous

        >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

        • 3 weeks ago
          Anonymous

          How come when I launch almost any game on Steam, it first has to "Process Vulkan shaders"?

      • 3 weeks ago
        Anonymous

        What's the diff?
        Haven't really looked up Vulkan/DirectX stuff

    • 3 weeks ago
      Anonymous

      >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

      • 3 weeks ago
        Anonymous

        >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.

        • 3 weeks ago
          Anonymous

          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.

          • 3 weeks ago
            Anonymous

            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?

          • 3 weeks ago
            Anonymous

            Wish we lived in a country where we made it punitively expensive to outsource to mentally retarded 3rd worlders.

            • 3 weeks ago
              Anonymous

              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.

      • 3 weeks ago
        Anonymous

        it's been the standard for a while now for AAA

    • 3 weeks ago
      Anonymous

      >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.

      • 3 weeks ago
        Anonymous

        for another reference Skyrim SE allows you to hit 10k drawcalls before it gets CPU bound

    • 3 weeks ago
      Anonymous

      SIR PLEASE

  4. 3 weeks ago
    Anonymous

    >dunno what's vertices
    Seriously? That's like not knowing what a pixel is.

    • 3 weeks ago
      Anonymous
  5. 3 weeks ago
    Anonymous

    >Half circle, 16 verts
    >Bake detail into a normalmap
    >Done

  6. 3 weeks ago
    Anonymous

    They are laid down horizontally

  7. 3 weeks ago
    Anonymous

    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

    • 3 weeks ago
      Anonymous

      why would there be pile of logs if it wasn't going to be picked up?

      • 3 weeks ago
        Anonymous

        why make a building you cant enter?

      • 3 weeks ago
        Anonymous

        You don't interact with a "pile of logs." Any kind of interaction with it would have to break it up into individual objects.

    • 3 weeks ago
      Anonymous

      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.

  8. 3 weeks ago
    Anonymous

    This is the direct result of hustle culture and people rejecting the "Work smart, not hard" mentality.

    Pure incompetence.

  9. 3 weeks ago
    Anonymous

    The studio also defended not using LOD's by saying that it's meant to future-proof the game.

  10. 3 weeks ago
    Anonymous

    even AI generated has less vertices

    • 3 weeks ago
      Anonymous

      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.

      • 3 weeks ago
        Anonymous

        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

        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.

        Yes, more drawcalls = more state changes like materials/shaders = less fps

        • 3 weeks ago
          Anonymous

          how do i generate this

          • 3 weeks ago
            Anonymous

            AI

        • 3 weeks ago
          Anonymous

          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.

        • 3 weeks ago
          Anonymous

          Your new topology is also terrible.

          • 3 weeks ago
            Anonymous

            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

            • 3 weeks ago
              Anonymous

              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".

              • 3 weeks ago
                Anonymous

                Fair enough

          • 3 weeks ago
            Anonymous

            get schooled, fuckwit

        • 3 weeks ago
          Anonymous

          dude stop this dogshit is so embarrassing

          • 3 weeks ago
            Anonymous

            It won't stop anon, no matter how much you might wish it did.

        • 3 weeks ago
          Anonymous

          Fucking cool, I will make learning retopo and baking maps my top priority.

    • 3 weeks ago
      Anonymous

      >add modifier
      >decimate
      AAAAAAAAAAAAAA HELP ME BLENDERMAN

      • 3 weeks ago
        Anonymous

        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

  11. 3 weeks ago
    Anonymous

    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.

  12. 3 weeks ago
    Anonymous

    sir please to understand game desgin very hard sir

  13. 3 weeks ago
    Anonymous

    Almost all of them are at the log ends too. Am I seeing that right?

  14. 3 weeks ago
    Anonymous

    They said to squeeze all the juice out of the 4090, well, not a good game to make after all.

  15. 3 weeks ago
    Anonymous

    Rajeesh worked hard on that log pile

    • 3 weeks ago
      Anonymous

      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"

  16. 3 weeks ago
    Anonymous

    upgrade your PC, chud

  17. 3 weeks ago
    Anonymous

    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.

    • 3 weeks ago
      Anonymous

      >Fucking game designers are too obsessed with square quads
      Indianon.. quads are only useful when modeling...game engines triangulate models

    • 3 weeks ago
      Anonymous

      >I can fix it by turning a pile of logs into a pile of perfectly symmetrical cylinders
      Huh?

      • 3 weeks ago
        Anonymous

        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.

        • 3 weeks ago
          Anonymous

          >unless you get close enough it fills the entire screen
          It's a PC game so people are going to do that.

          • 3 weeks ago
            Anonymous

            Worrying about what 1% is gonna do is your biggest problem. You should be more concerned the diffuse and normal map is working correctly.

  18. 3 weeks ago
    Anonymous

    That's a big pile of wood

    • 3 weeks ago
      Anonymous

      For you

  19. 3 weeks ago
    Anonymous

    Bump for more 3D model stuff

    • 3 weeks ago
      Anonymous

      What kind of 3D model stuff would you like to see anon

      • 3 weeks ago
        Anonymous

        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.

        • 3 weeks ago
          Anonymous
          • 3 weeks ago
            Anonymous

            That shit is worthless once you try to animate it

            • 3 weeks ago
              Anonymous

              You are worthless if you can't handle low poly

            • 3 weeks ago
              Anonymous

              >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.

  20. 3 weeks ago
    Anonymous

    Ummm bugz?

    • 3 weeks ago
      Anonymous

      Source?

      • 3 weeks ago
        Anonymous

        humine_no66

  21. 3 weeks ago
    Anonymous

    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?

  22. 3 weeks ago
    Anonymous

    Is there a publicly available AI that can generate 3D models yet? Like even really low-poly ones.

    • 3 weeks ago
      Anonymous

      Yes.

      • 3 weeks ago
        Anonymous
      • 3 weeks ago
        Anonymous

        I'm waiting for one that works with 2D spites. I'd love to make a 2d games but fuck learning art

  23. 3 weeks ago
    Anonymous

    it was the needful, saar

  24. 3 weeks ago
    Anonymous
    • 3 weeks ago
      Anonymous

      Reminder: You can still get a full refund on WC3:Reforged regardless of how long you have owned or played the game.

    • 3 weeks ago
      Anonymous

      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.

  25. 3 weeks ago
    Anonymous

    What's Valheim's? Surely it can't be more than like, 200.

  26. 3 weeks ago
    Anonymous

    Mine do.

  27. 3 weeks ago
    Anonymous

    WHAT IS A MESH? A MISERABLE LITTLE PILE OF WOOD!

  28. 3 weeks ago
    Anonymous

    No. Correct use of textures would bring it down to 100-1000 depending on how detailed you want it to be.

  29. 3 weeks ago
    Anonymous

    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.

  30. 3 weeks ago
    Anonymous
    • 3 weeks ago
      Anonymous

      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.

      • 3 weeks ago
        Anonymous

        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

        • 3 weeks ago
          Anonymous

          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.

      • 3 weeks ago
        Anonymous

        Its not if you never blow her up

    • 3 weeks ago
      Anonymous

      worth every tris

      • 3 weeks ago
        Anonymous
    • 3 weeks ago
      Anonymous

      >significant bump in tris for the ass
      They knew what they were doing

    • 3 weeks ago
      Anonymous

      >open model in blender
      >hit subdivide a couple hundred times
      >post image on the internet
      >everyone believes it

    • 3 weeks ago
      Anonymous

      >optimizing the entire game to add more polys to the ass
      based

    • 3 weeks ago
      Anonymous

      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

  31. 3 weeks ago
    Anonymous

    What slop is this?

    • 3 weeks ago
      Anonymous

      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

  32. 3 weeks ago
    Anonymous

    How come this runs great on my deck then? It looks better than go and it might even run better than it.

  33. 3 weeks ago
    Anonymous

    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).

    • 3 weeks ago
      Anonymous

      you dont understand how lod works
      stop posting on this website
      >i can have a 50 mil vert model because lod =D!

  34. 3 weeks ago
    Anonymous

    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.

  35. 3 weeks ago
    Anonymous

    A lot of these wireframe screenshots smell like bullshit. Like that starfield sandwich which turned out to be fake

    • 3 weeks ago
      Anonymous

      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.

  36. 3 weeks ago
    Anonymous

    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.

    • 3 weeks ago
      Anonymous

      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.

    • 3 weeks ago
      Anonymous

      seniors devs retire
      smart phone diversity hire zoomers who only know unity get hired

  37. 3 weeks ago
    Anonymous

    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

  38. 3 weeks ago
    Anonymous

    https://blog.paavo.me/cities-skylines-2-performance/

    • 3 weeks ago
      Anonymous

      >individual and connected cables
      >it also features cable management hole
      Fancy

    • 3 weeks ago
      Anonymous

      What I'm getting from this is "don't use Unity"

      • 3 weeks ago
        Anonymous

        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

        • 3 weeks ago
          Anonymous

          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.

        • 3 weeks ago
          Anonymous

          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.

          • 3 weeks ago
            Anonymous

            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

          • 3 weeks ago
            Anonymous

            You probably shouldn't wade in with an opinion on things you clearly don't understand.

            • 3 weeks ago
              Anonymous

              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

      • 3 weeks ago
        Anonymous

        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.

        • 3 weeks ago
          Anonymous

          I see. Unity sounds pretty good then. I take it back.

    • 3 weeks ago
      Anonymous

      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

  39. 3 weeks ago
    Anonymous

    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

  40. 3 weeks ago
    Anonymous

    Depends if they need individual physics.

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