Despite my disappointment with Cities: Skylines 2, I keep coming back to the game from time to time. I can't....

95 points•lexx•about 3 hours ago•89 comments•

89 comments

db48xabout 2 hours ago
He is partly correct, but forgets about the polygon budget. The GPU is fast but not infinitely so. It has lots of texture memory, but not an infinite amount. Game developers have to balance graphical fidelity against the rendering time. They actually did a really bad job of this for Cities: Skylines 2 and it was a big reason why the game was so sluggish on release. Search for the story of the teeth for a particularly salient example.

Also that grand staircase should be something the player chooses to place, rather than something you get every time a path is sloped.

arcanemachinerabout 2 hours ago
I was not familiar with the teeth thing. Link for the lazy:

https://www.ign.com/articles/cities-skylines-2-dev-addresses...

opanabout 1 hour ago
Reminds me of Dwarf Fortress. I hear the individual teeth are simulated so they can be lost in a fight and such.
zamadatixabout 2 hours ago
When the player zooms in to street level on a building it's worth the performance hit to load in more details and do so in a better looking way. When it's zoomed out to view large portions of the city (or the whole thing) then sure, you have to trade off graphical fidelity for performance and usability as the user builds out the city and wants to watch it grow. The amount at a given zoom should be based on the graphics settings, and low should allow for low detail even when zoomed in.
db48xabout 1 hour ago
LOD (level of detail) techniques are used by practically every game ever written. It doesn’t mean that the developers can ignore the poly budget.
Stevvoabout 1 hour ago
Much of what is suggested could decrease texture memory usage. If you add a masked dirt material on top of a surface, you can often decrease the resolution of the texture of the base material underneath thanks to the added detail.
arnavpraneetabout 2 hours ago
This seems like the logical explanation, it still doesn't run that great even on GeForce Now
stillpointlababout 2 hours ago
I recall working on a sports game where they hired a new art director who had previously worked in Hollywood on visual effects for movies. One of my coworkers had a meeting where the new art director requested that the player's uniforms have cloth simulation in the dynamic cut scenes.

It was then necessary to explain the difference between pre-rendered scenes and real-time rendering budgets.

It often isn't a question about whether or not something can be done. In pre-rendered scenes, or screenshots, the budget is very different than in game. At whatever target frame-rate you choose, there is a finite amount of visual effects you can achieve. Spending that budget requires compromise.

It's easy to live in a fantasy world where you can demand no compromise. The hard thing is doing the most you possibly can given very real budgets and doing so with the people you have available. Not every studio is Rockstar with the ability to throw unlimited devs for several years at the problem.

xg15about 1 hour ago
I wonder if the dominance of (realtime) 3D rendering we have today is having a bad influence here. I remember old tile-based games (like SimCity or Transport Tycoon), or games with fixed backgrounds feeling much more natural, simply because you can prerender (or simply paint) your desired level of detail without having it affect your runtime compute budget. Of course the cost is less flexibility at runtime, but that cost may be acceptable.

For a modern take on this, look at Factorio. Why can an industrial zone with a population of one look more lively in Factorio than an entire simulated city in Cities Skylines?

Grombobulousabout 1 hour ago
It seems like it was difficult to even get the simulation part of the game (the important part) correct at launch as well.

Only now three years later with Iceflake Studios taking over are we starting to see the game turn a corner and become really solid and having a roadmap with some hope.

pixelesque35 minutes ago
Even in high-end VFX (previous industry - working on pathtracing renderers), things were often over-the-top in terms of how things were modeled (polycount) or how the lookdev (shader material definitions) were done.

Some of that was due to just human time resource constraints (and assets being modeled for director validation at full screen turn-table resolution, but then just used at 1/8 size in the film), but other times it was just people losing context as to what was "needed" or would even make any difference (unfortunately, often without considering the "cost" - in terms of memory usage and CPU-time for rendering / compositing) - vs look difference.

Then there are questions from the artists like "Why's this rendering so slow, it's 'only' a load of skyscrapers in a city with the camera 0.5 km away?"

You then have a look at what's actually going on, and all the rooms in the skyscrapers have modeled (and lookdev-ed) furniture and things like lamp shades around lights. Which A: is expensive memory-wise and just silly, but also makes light-transport to sample all the lights and light the scene (even with clever NEE light-sampling techniques) stupidly expensive.

Then again, that same building, this time being rendered from about 300m away was very slow to render, and we looked at the BSDF material stack, and there was a homogeneous volumetric scattering layer on the glass windows. Like - WTF - that's insane for a uni-directional path-tracer (and physically wrong). "What's this for, this is why it's so slow.?"

"Oh, it's to represent the algae/dirt on the glass".

"I'm sorry!?"

matheusmoreiraabout 2 hours ago
> Does this look nice to you?

Yes, it does. It's exactly what I want my real life city to be like.

No plants growing everywhere completely out of control and invading perimeters they aren't supposed to be in. No cracked pavement that's just a rainfall away from being replaced with potholes.

Apparently, "soul" means a city that looks like it's unmaintained and teetering on the edge of a precipice, just about to be reclaimed by nature, a few years away from turning into the green urbanscape of The Last of Us.

tcdentabout 2 hours ago
You're rejecting the behavior of both human nature and earthly nature in a naively idealistic manner.

From the moment an object is constructed it is being pulled into the ground. Maintenance has a far higher cost than initial construction. Relative perfection is inversely proportionate to complexity.

This is the exact same mentality that drives suburban lawn guys crazy when their grass has a brown spot. You are not fully in control.

matheusmoreiraabout 2 hours ago
> You're rejecting the behavior of both human nature and earthly nature

Absolutely. The whole point of a city is to reject all that.

> You are not fully in control.

I know, which is why I don't bother with lawns. I'd rather fill the entire area with solar panels instead.

ndriscollabout 1 hour ago
Speaking of naivete, you can actually live in a city where the sidewalks are maintained, not sinking into the ground, and where the buildings are washed/painted, where cables are buried, where there is no trash on the street, no graffiti, and where there aren't derelict boarded up buildings with overgrown weeds. Nice areas do exist.
RobRiveraabout 2 hours ago
>naive

Opinions be like

"You disagree with me so I can label you in a negative light"

__MatrixMan__about 2 hours ago
I find it comforting to be reminded that when this little experiment ends, Nature is still vigorous enough to take back over.

If the clean lines we laid down were persistent, I'd worry we'd planted the seed of something poorly thought out yet permanent.

Philip-J-Fryabout 2 hours ago
I think it's just a matter of what people want from a city builder. Some people play the game to build the city they wish they had. While others play the game to build the city they've already got.
matheusmoreiraabout 2 hours ago
Others play to tame a hostile environment and turn it into a comfortable home that provides for every possible want or need.
JoshTriplettabout 2 hours ago
I had the same reaction. Like, add these effects for when your city simulation is simulating what happens when your city is being neglected.
simonklitjabout 2 hours ago
Nah, look at the second set of photos. It’s more lived-in, not all the way apocalyptic. The first photo looks like a render from an architect.
onemoresoopabout 2 hours ago
Absolutely the second version. The first version looks unrealistic and gets boring fast. Assuming the amount of degradation can be adjusted it's a no brainer to make use of it. In the real world the elements will degrade everything over time..
matheusmoreiraabout 2 hours ago
The second set of photos just have more detail. For example, the sidewalks are more detailed instead of just being flat rectangles.

The glorification of disrepair and decay is still very much present though. "Soul" means decayed paint on houses, visible bricks and a huge hole on the pavement that no doubt spread its own unique flavor of disrepair to the car that just drove past it.

Adding more detail is absolutely fine, but this glorification of breakdown doesn't sit well with me at all. I see far too much of it in real life on a daily basis and it seriously made me cringe. It's a problem to be solved, not something to be added in deliberately.

kajmanabout 2 hours ago
Cities: Skylines 2 is a particularly rough pick for this concept, since it's one of very few games I need frame generation to run even passably. LLMs seem plenty capable of tweaking existing assets to make a ton of variants, but actually displaying all of those performantly is then an engineering problem.

And without many variants, things like "splotchy wall apartment building" would get old so much faster when there's several square blocks of them instead of bizarrely pristine ones.

malfistabout 2 hours ago
Yeah, I was thinking that reading this. This looks great for that one small screen he showed, but if every two story house has the same dilapidated painted brick siding it looks just as bad. Even if its not all, how many repeats are acceptable? It breaks immersion more to have the exact same dilapidated house in more than one location than it does to have perfectly pristine houses everywhere
esikichabout 3 hours ago
Literally missing the forest for the trees. You're building a city, not a yard. I don't think making the city look procedurally worn or whatever they mean is trivial either. Feels like complaining about the graphics in Minecraft... That's not the point of the game.
dwrobertsabout 3 hours ago
Also the visuals can be misunderstood to be communicating something - e.g. the dirty walls - does that mean my city is bad in some way? Is crime increasing or is the wall being stained by pollution?

You can't just make stuff 'look nice' without affecting how the player behaves

Forgeties79about 2 hours ago
If you’re playing a city builder to min/max but want it somewhat grounded in reality then you have to accept it isn’t an Apple Store on every block IMO. If you want perfect symmetry and cleanliness that’s valid too but it’s the default for most games, so I think they make some good points.
tikhonjabout 2 hours ago
Part of the author's point is that the way the city "feels" is not just part of the game but, for them and for a subset of other players, a key part of the game. We're talking about how to make a city simulator have more verisimilitude with the cities you are simulating!
grobibiabout 2 hours ago
But if you miss the trees for the forest it's bad too. I wouldn't want a building to be represented by a box that says (office) even if it made for a better simulation. Nevermind I just remembered how much time I soent playing dwarf fortress.

I had an argument at one point, honest!

bigstrat2003about 2 hours ago
Also, it's very much a matter of taste. I like the pristine look. I have real life if I want to see dingy, worn down buildings and yards. I don't want that in my fantasy city.
Forgeties79about 2 hours ago
A city builder is a lot of different things to a lot of people. Some people want to feel like their creation is “alive,” and varying degrees of wear and tear can achieve that. It makes the city feel lived in. I wouldn’t say it’s my highest priority but I’d say it’s definitely a valid one.

Read the full thread on Hacker News →

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