Also that grand staircase should be something the player chooses to place, rather than something you get every time a path is sloped.
Also that grand staircase should be something the player chooses to place, rather than something you get every time a path is sloped.
https://www.ign.com/articles/cities-skylines-2-dev-addresses...
Still, if they get knocked out during a fight then your dwarves have to carry them individually to the gravesite afterwards, so it’s not like you should automatically imitate DF when you write your own game.
Adding props is a bit more expensive, but they can be very low detail and still look good from a distance. Something small like a newspaper or plastic bag can be less than 30 polygons with a 64x texture.
Nobody's asking for ray tracing and complicated shaders. Just small tweaks that make a city look more natural.
The solution is mods by modders for modders.
LOD techniques are commonplace. Cities: Skylines and the sequel both implement them. Telling us that a game developer can use LOD to fit more graphics into the same poly budget is not telling us anything we don’t already know.
And the problem still remains that all the graphics must fit within a certain poly budget, usually whatever can be rendered at 30fps on the minimum spec hardware. Adding features to every property in the city to represent weeds, fallen leaves, broken concrete, grime, wear, etc all adds to the rendering cost of the game. It all comes out of the same budget, even if those features are invisible at longer distances. Worse, that cost is multiplied by everything the user has created in their city. The more such features the developers add, the smaller a city the user can build before the game’s performance drops to unacceptable levels.
Anyway, CS and CS2 already go to great lengths to add soul to the game. Every asset has defined locations where props can be placed. One house can have a swing set while the identical house next door has a pool, or toys, or a car, or shrubbery, or any of thousands of other possibilities. The author is just complaining that these props do not make his cities look dilapidated enough.
His most valid complaint is that the games don’t do much to obscure the exact property lines, which are always perfect rectangles. Perhaps in the future one will, though it will still have a budget to fit within.
There are some other current problems. GPU prices have not come down. If you want a big, high-detailed world, you need a few hundred dollars of GPU. GPUs on laptops tend to be underpowered, and if you make the GPU work to its full capacity, it runs down the battery.
One of my interests is technology for large metaverses with high detail and good performance. Everybody who made metaverse noise during the boom failed at that. Second Life, which is a large metaverse with good detail but slow performance, is about as good as it gets. (It's been improving recently; they've hired some good graphics developers.) Improbable's Morpheus/M-Squared [1] looked promising, but the site hasn't been updated in a year and the Discord community seems to have died. They usually run with "cloud rendering" (each user ties up a dedicated gamer PC in a data center), which is too expensive except for special events. Roblox is probably the only other serious US player working on this. Unreal Engine 5 can do big, static worlds that have lots of instancing, but that's achieved using large amounts of preprocessing, optimization, and performance debugging.
The underlying problem is that good simulated cities are about as interesting as real cities. Kind of boring. Second Life has a terrible problem with new users. At the start, you're in a big world the size of Los Angeles with about 40,000 people spread around. You don't know anybody. You have no idea what to do first. There is no obvious goal. There is no built in game. The system itself is completely indifferent to you, like real cities. You can explore the huge user-built world freely, but only when some users organize an activity does much happen. There's a lot going on, but it's hard to find. Those seeking passive entertainment give up quickly.