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City building games have a Soul Problem pt.2

165 points · 155 comments · lexx

  1. db48x · · focus · HN ↗
    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.

    1. Stevvo · · focus · HN ↗
      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.
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