Cities: Skylines II

Cities: Skylines II

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Unreal Engine 5 used for Cities: Skylines II
In the press conference Paradox confirmed that the developers abandoned Unity engine and switched to Unreal Engine 5 in the game Cities: Skylines II
投稿主: CO_Avanya:
Let's close this one down. Cities: Skylines II is Unity based. If you want to discuss what that means, feel free to start a new thread. ^^
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Whatever engine they use, I'm just glad it's not that horribly unoptimized oldass one again.
Dang 2023年3月6日 10時30分 
.banana の投稿を引用:
Custom engine, like back in the day, that would be really nice.
Especially since those games have very long lifespans. I don't understand why they don't go this route. That way they can exactly optimize where needed for such complex simulations. Also in my opinion such games must be developed in a way that contemporary computers are barerely able to come to limits of the software. So that you calculate in that in 8 years computers will be at least double that fast, have x more cores, and have four times the ram and so on
makes sense when you make multiple games with the same engine like paradox did with Clausewitz, not sure it makes sense to make your own proprietary engine for a single game?
.banana の投稿を引用:
Custom engine, like back in the day, that would be really nice.
Especially since those games have very long lifespans. I don't understand why they don't go this route. That way they can exactly optimize where needed for such complex simulations. Also in my opinion such games must be developed in a way that contemporary computers are barerely able to come to limits of the software. So that you calculate in that in 8 years computers will be at least double that fast, have x more cores, and have four times the ram and so on

Like Frontier did for Planet Coaster/Zoo/Jurassic Parks, and worked really well for those games, also much better optimized for culling with orbital camera's.

Mods under Unity are really easy, don't have any experience with modding under Unreal, but I'd think the learning curve for UE also might be a bottleneck to a really open modding community.

On the other hand, with the amount of sh*t mods we've seen for C:S 1, that might actually be a good thing :p
UE5 has some neat tools for LOD and instancing, but handling agent-based population and traffic simulation on a city-wide scale in real time is a different beast. I'm interested to see if they find an innovative way to solve this issue, just put on an artificial cap and call it a day again or go back to more simpler models. Maybe they will delegate these calculations to the GPU. Who knows.
Eustache の投稿を引用:
Prepare your 4090 RTX
It is ready
Visuals alone, UE5 would be perfect for unreal.

Yes, unity games can look incredible, but the ones that do are usually hand crafted static environments with baked lighting. The polar opposite of a city builder.

UE5s lighting is all calculated in realtime (lumen) and lod popin is almost nonexistent (nanite). If the assets are up to snuff, there's no reason a sandbox city builder couldn't look as good as a AAA linear story game.


As for whether it's a good fit technically speaking, or gameplay wise? Any engine can do anything if you have enough time, money, and skilled programmers. Without that? Probably not a good fit, but neither was unity (though they have got a solid base from the first game if they went with unity).

Finally, is the trailer rendered in unreal? Possibly, but the image quality is so clear that it's obviously prerendered anyway. It's like looking at the mandalorian CGI and assuming Jedi fallen order will look the same cos it's technically the same engine.
kilésengati の投稿を引用:
UE5 has some neat tools for LOD and instancing, but handling agent-based population and traffic simulation on a city-wide scale in real time is a different beast. I'm interested to see if they find an innovative way to solve this issue, just put on an artificial cap and call it a day again or go back to more simpler models. Maybe they will delegate these calculations to the GPU. Who knows.
UE5 actually introduced a lot of cool tools for population and traffic. It's not as detailed as cities skylines would probably need though and im unsure as to how customisable it would all be.
Take a look at the dev talks on the matrix demo from a while back and you'll see what I mean
最近の変更はExistential Selkathが行いました; 2023年3月6日 10時45分
Eustache の投稿を引用:
Prepare your 4090 RTX

Oh it's ready, and it'll be glorious!
Also, IF they theoretically used UE5 for C:S2, the graphics would have to be balanced with CPU power needed to compute BOTH jawdropping graphics and all the agents in the city.

Matrix demo looks insanely good, sure, but there were no interactives, no traffic computation, no background economy simulation etc.

Honestly, the minimum requirements for this would be insanely huge, starting with 8GB VRAM and 16GB RAM, going as high as 16GB VRAM and 32GB RAM for recommended (even more later on with expansions and mods).
This can't be right, some youtuber said he played SC2 years ago, UE5 wasn't even released years ago
Rogue 2023年3月6日 11時14分 
Stutterfest for nvidia card owners I guess. Gen 2xxx and beyond. lol.
最近の変更はRogueが行いました; 2023年3月6日 11時15分
Wow so this whole theory is based on the idea that "the graphics look like UE5 graphics"?

1. I'm not convinced we were seeing in-engine rendering, regardless of what the Steam rules are.

2. What specifically in the video cannot be done in Unity?

I know UE5 is the go to for great graphics, but you need to be specific if your theory is that Unity specifically can't do something.

Many Unity games don't care much about graphics, but the sample content of Unity's HDRP looks pretty damn close to what we saw in the trailer: https://unity.com/srp/High-Definition-Render-Pipeline
Thor 2023年3月6日 11時28分 
Michael@Belgium の投稿を引用:
This can't be right, some youtuber said he played SC2 years ago, UE5 wasn't even released years ago
game has been in development long before UE5 probaly on UE4 then ported over to UE5
Existential Selkath の投稿を引用:
kilésengati の投稿を引用:
UE5 has some neat tools for LOD and instancing, but handling agent-based population and traffic simulation on a city-wide scale in real time is a different beast. I'm interested to see if they find an innovative way to solve this issue, just put on an artificial cap and call it a day again or go back to more simpler models. Maybe they will delegate these calculations to the GPU. Who knows.
UE5 actually introduced a lot of cool tools for population and traffic. It's not as detailed as cities skylines would probably need though and im unsure as to how customisable it would all be.
Take a look at the dev talks on the matrix demo from a while back and you'll see what I mean

I'm not sure how they did in in the Matrix tech demo, but for open-world games, traffic and population usually follow pre-determined paths and randomly turn at junctions, have densities pre-programmed and agents are not persistent throughout the city. It's not much more than automata, much like SimCity 4's, but without densities and routes approximated by the meta. If anything, they are only simulated within the immediate vicinity or visible area.
With agent-based traffic and population simulation, paths and routes have to be calculated. agents are persistent and density results from the simulation. Millions if not billions of calculations have to be done for an accurate simulation. I think the machine-learning and path-tracing capabilities of modern GPUs could come in handy for that, but if Epic would have figured that out by now, they'd be boasting about such an achievement non-stop.
🎶 We are family! Cities is built with Unity! 🎶
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投稿日: 2023年3月6日 9時38分
投稿数: 148