HELLDIVERS™ 2

HELLDIVERS™ 2

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Why are city maps so laggy?
At first I thought its because there is a lot of Voteless hanging around, but no, my fps plummets even on Bot and Bug fronts as well.
Fix it Arrowhead.
Originally posted by Fluffy Monster Thing:
Originally posted by Midas:
Because detailed destructible buildings generally take more resources than rocks. It's why you constantly see big open world games that are just wilderness, but rarely see massive games where it's a single huge city.

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.
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Showing 1-14 of 14 comments
Midas Feb 26 @ 12:47pm 
Because detailed destructible buildings generally take more resources than rocks. It's why you constantly see big open world games that are just wilderness, but rarely see massive games where it's a single huge city.
Lucky Cat Feb 26 @ 12:48pm 
It likely has to do with the destructible environment, so many buildings that can be razed and walls, objects... Something you normally don't see on barren planets where there isn't much for things to render and process.
Snarbles Feb 26 @ 12:58pm 
cuz it crumbles 0_0 its like godzilla movie
The author of this thread has indicated that this post answers the original topic.
Originally posted by Midas:
Because detailed destructible buildings generally take more resources than rocks. It's why you constantly see big open world games that are just wilderness, but rarely see massive games where it's a single huge city.

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.
Last edited by Fluffy Monster Thing; Feb 26 @ 1:02pm
Foxador Feb 26 @ 1:02pm 
There's also the fact that city maps have a super dense amount of enemies in it with a vicious spawn rate of them
Because they are not just flat terrain so AH cant develop them properly. They even render objects you cant see
Last edited by Helldivers™ 2; Feb 26 @ 1:13pm
Midas Feb 26 @ 1:13pm 
Originally posted by Fluffy Monster Thing:
Originally posted by Midas:
Because detailed destructible buildings generally take more resources than rocks. It's why you constantly see big open world games that are just wilderness, but rarely see massive games where it's a single huge city.

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.

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 edited by Midas; Feb 26 @ 1:29pm
Originally posted by Fluffy Monster Thing:
Originally posted by Midas:
Because detailed destructible buildings generally take more resources than rocks. It's why you constantly see big open world games that are just wilderness, but rarely see massive games where it's a single huge city.

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.

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.
Originally posted by nizzemancer:
Originally posted by Fluffy Monster Thing:

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.

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.
Last edited by Fluffy Monster Thing; Feb 26 @ 1:21pm
Portico Feb 26 @ 1:26pm 
They aren't. Your rig is just terrible.
Originally posted by Portico:
They aren't. Your rig is just terrible.
my rig is above recommended system requirements, the optimization of this game is just terrible as it seems
Last edited by Grievous-Tan; Feb 26 @ 4:11pm
Portico Feb 26 @ 1:42pm 
Originally posted by Grievous-Tan:
Originally posted by Portico:
They aren't. Your rig is just terrible.
my rig is above recommend system requirements, the optimization of this game is just terrible as it seems
Then you're running the game at above recommended settings.
foster Feb 26 @ 2:00pm 
Originally posted by Grievous-Tan:
Originally posted by Portico:
They aren't. Your rig is just terrible.
my rig is above recommend system requirements, the optimization of this game is just terrible as it seems

running the game on ultra settings, no upscaling. no lag or performance dip in cities. it is your rig.
Because you were playing a game with barren lifeless planets. Now the map is not barren, its filled with buildings and junk and other things that take resources to render.
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Date Posted: Feb 26 @ 12:45pm
Posts: 14