I’ll probably get it around thanksgiving. I was watching the HeelzvsBabyface livestream that got so much attention. I avoided arguing with the trolls in his comment section otherwise I’d still be on there with the people who said everyone has pronouns or that pronouns are welcoming.
I know some say to just roll your eyes and continue but this acknowledgment of a tiny percentage of delusional people is beyond idiotic.
I’ve also heard that they really hammer THE MESSAGE and there is the usual “representation”
I feel kinda bad because I know there are female gamers and I have some nieces who play games (granted they are games you would expect girls to play) but this almost decade long push for more women in gaming is beyond annoying. As well as the “everything has to appeal to everyone” marketing idea.
Like I said I’ll probably buy it around thanksgiving and there will be cool mods I’d imagine. I’m still playing heavily modded Skyrim and can’t wait for the oblivion mod.
Next up is Elder Scrolls 6
Welp you made me dig into it and turns out they have the same engine (unity), and while the sequel will let you build in 150 tiles, those tiles are smaller, so it is roughly the same size as a modded game of skylines with 81 tiles.
So yeah, marketing-fu. Bah Lethn, must you strike the sun from my skies?!
Sadly, it seems like Unreal does really poor at scale, even with the UE5.1 64-bit floating point precision update. It has really poor physics scaling when complex computations and multiple independent entities are introduced, it's why Keen Software passed on it for Space Engineers 2: https://youtu.be/s_2m2RM0c7g?t=229
There's also some major problems with destabilisation when moving too far away from the zero point. And I don't mean millions of kilometres away, but even dozen of kilometres causes some issues, as that's partly why there are hard limits on track sizes in games like Assetto Corso and the Ride series. As the physics just break down if the map is too large.
There's also the issue with not being able to use a lot of the higher-end rendering techniques at scale with large world models, such as high-quality translucency + Lumen + Nanite, as it has a tendency to crash: https://www.youtube.com/watch?v=ajUmpyfQJvg
As he mentions, the solution to that is to basically reduce active entities under the crash threshold, but for a game like Cities Skylines I doubt they could capture the quality of gameplay they want with UE5's rendering features by limiting the number of active entities. They could do a trade-off, but if they're sacrificing all of the cool UE5 rendering features for playability, seems like they may as well stick with Unity.
However, I think UE5 is really good for corridor shooters, cinematic games, and titles with a tight cinematic focus. It just seems to really struggle when projects start scaling up. It also still suffers a lot from frame processing hitches (as was and still is a common problem with Jedi Survivor), which was a common problem with both UE3 and UE4. So I don't know if a game like Cities Skylines would benefit from moving over to something like UE5 until it receives a point patch that better optimises the workflow for large world simulations.
I'm definitely curious to know how that fares as devs start scaling up their projects. I haven't really had a lot of time to track development on Godot 4 but I'm really interested to see how it handles large world models.