How long until videogames can have cityscapes of this size without melting the PC/Console's CPU?
How long until videogames can have cityscapes of this size without melting the PC/Console's CPU?
depends on if society takes a downturn or not
Maybe 2030s but don't count on it
Asscreed games, like Unity, do most of that.
But in general, that is not good game design. You want variety, and don't want 1 thing to being too tedious to navigate. Which is why I cringe when Zig Forumstards take a screenshot of a Skyrim city from 1000 feet above the ground and go "look, it's not life size! whoa!" as if this 1 city in a game with 6 cities and a sprawling walk-a-thon countryside needs even MORE unnecessary running for you.
If all you care about is the size, then like 30 years ago.
I mean, I can see them as lowpoli as of right now, but probably not on a first/third person game.
Do you even play games? Plenty of games already do this and have done this for a long time. It has nothing to do with CPU.
Games don't commonly have cities like this because they take a lot of time and money to build, that's all.
The amount of work that would need to go into making an environment like this AND making it not empty or shit would be astronomical
Even if the tech catches up we would need full blown artificial intelligence game designers or the game would need to sell 200 million copies to cover the cost
They could easily do it now if it were an anime game, it's just that no one wants to spend that much time doing it. facades are easy to model, but interactive buildings is a completely different story. Asscreed probably does come the closest but the games themselves are garbage.
everything comes down to time and money. time and money. Making a huge city begs the questions: why and what for?
The only way I see to do this is to try and make an open sourced game in some engine with a few dedicated artists at the helm. good luck with that, I don't see any commercial project being viable. walking through a huge town/city sounds pretty cool but I'm not sure it really would be fun to play.
Breh do you even play video games?
Looks like the Anno games to me
summoner had a few ginormous cities like this but it was mostly plazas and castles
It's not even a hardware limitation anymore, we're being heldback by shitty engines and pajeet tier coding
Probably in like negative 5 years.
The real limitation is all the money spent having 700 artists work for years on a city, especially when game designers rarely bother making things worth doing in them big old cities.
If all you care about is the look, games as far back as the PS2 did this. You could run around towns in FFXII that were big like this. But of course, you could only go into like 4 buildings out of the hundreds you saw. If you want more interaction/functionality, play a game like Dragon Quest XI, where you can enter every building. But the city will only have 10-30 buildings.
interesting
daggerfall sucked ass, how do you even make tons and tons of space tied with coherent interactions?
thats literally just one city in Witcher 3.
Now model the inside of every building.
>The real limitation is all the money spent having 700 artists work for years on a city
And yet Square is stupidly doing it with Final Fantasy VII Remake. And they're still going to cut corners. There's no way they're going to be able to remake all the towns outside Midgar.
Why do we have to rely on Japan nowadays for making fantasy European medieval settings that aren't full of diversity pandering and blatant feminist empowerment shit?
I don't think that's necessary. If one is to make procedural interiors most of the heavy work can be skipped.
You can procedurally generate all the buildings, but not the content, NPCs and so on. I mean, you can, but it'll become predictable after like a day of playing it. You really want a huge city with the content of No Man's Sky?
Instead it's 100% filled with Mongoloids
Good lord why did you have to remind me? The worst offender was ME:Andromeda and their fucking extra chromosome cast.
Realism is not ideal for game design. The moment someone actually creates a game with a truly realistic city in size and scale is when everyone will realize just how boring that is.
That was an Arab, not a Mongoloid
T-they were?
How is that related to Medieval you stupid fucking subhuman?
What are you even going on about?
...
Again, what the fuck are you even going on about? How is that related? I cannot read your fucking mind, only your words.
You could easily get away with reusing interiors if its a single player game and copy pasting for MP, even more so if the majority of NPCs are generic out of sight spawn ins, the more cartoony or low fidelity a game is, the easier it is to do and still be immersive. No need for procedures.
Are you retarded? The topic is Medieval diversity and you claim Mongoloids make non-diverse games in European settings while overlooking the fact that they self insert their own Mongoloid race. You divert the topic into space, a game made by Europeans, with Europeans in it.