bitinn,
@bitinn@mastodon.gamedev.place avatar

I find it weird Cities Skyline 2 actually use Unity’s own rendering pipeline (as dev team had used their in-house rendering stack in CS1).

And HDRP were unfortunately not scaling well in a huge dynamic world (and dev team wasn’t given the time/manpower to use it well, one example is the CSM pass is costing 1/2 of the 80ms frame time).

https://blog.paavo.me/cities-skylines-2-performance/

Robin_Van_Ee,
@Robin_Van_Ee@mastodon.gamedev.place avatar

@bitinn Shadow maps are by far the highest cost thing in HDRP (even more than ray tracing) but 40ms is not normal.

I'm guessing it's the huge amount of geometry that causes this.

benoitvimont,

@bitinn The use of a ZPrepass for a city builder using deferred rendering is surprising. Given how the game looks GPU-bound because of geometry, I think they could afford Front-to-Back sort of opaque buildings and render terrain last to get most of the benefits of early-Z culling on the GPU without the cost of an additional rasterization pass.

bitinn,
@bitinn@mastodon.gamedev.place avatar

@benoitvimont good people are working on fixing it, not sure if they will rework the whole rendering pipeline, but it seems doable given a 3-6 month budget, I think CS2 hasn’t deviate much from stock HDRP🤞

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