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).
@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.
@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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