Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Saints Row.
GTA
The Dozens of Knockoffs of the Aforementioned.
Cyberpunk 2077.
Red Dead Redemption 2 has Saint Denis on top of the large open world area.
Watch_Dogs 1. 2, that 3rd spinoff one that everyone forgot that killed the series (Legion?)
All the modern spider man games.
Crackdown 3 (nobody said it had to be good games)
Every Asassins Creed game has major city sections that are incredibly high detail.
The Witcher 3's city is really crazy.
Baldurs Gate 3 is literally named after the city of Baldur's gate which is immense and semi open-world and takes up most of the games file size.
All of the Yakuza games.
Sleeping Dogs
Lego City Undercover (there's even a ♥♥♥♥♥♥♥ lego one, you can disassemble the city.)
There's alot more I'm not listing because holy crap there are alot of them.
Cityscapes are actually alot easier to render than wilderness in alot of cases when you consider the facade of a skyscraper is a flat, mostly cuboid surface that just needs a few materials with some depth for the windows to be presentable. I say this as someone with 12 years of experience in unity and blender/substance painter.
The actual destruction effects are just rubble objects being spawned behind a cloud of particles. You can see this if you edit your .ini files to have 0 particle effects in your game, there's no actual modeling behind the individual buildings having unique or procedural destruction. There's no unique destruction per instance of a model.
They're just poorly optimized which is fine for a small studio releasing a newer feature in a game that is not aggressively monetized. They can take their time.
CONTAINING a city is not what I'm talking about, nor small maps. I said "massive games where it's a single huge city". A lot of the games you list, the city/cities are either only a small portion of the overall map, or the overall map is a lot smaller.
Cyberpunk is probably the biggest exception, where they have both a massive sprawling super-detailed urban environment, even if you cut the badlands out completely, it would still be a massive urban map. Yet, it was so demanding that the game was delisted while they spent a year optimizing it. Even now, you need pretty good specs to run it in it's full glory at 60+fps.
Take GTAV's, which is almost 2/3 wilderness, and make ALL of it full city with the same density as the lower portion, and the game would require way more resources, and take up way more space. Nevermind games like Witcher 3 or RDR2, where maybe 10% of the overall map is urban.
Last I checked none of those featured a town of fully destructible buildings, they're basically just a bunch of indestructible collidable cubes being rendered.
I wouldn't call them fully destructible either, it's a particle effect covering a model being swapped and some rubble particles/models spawning in. Set particles to 0 in your .ini files and you can easily see it.
running the game on ultra settings, no upscaling. no lag or performance dip in cities. it is your rig.