This video is inspired by the new build "Bregdha" by ShilkaLive over on Twitch and his minimal-detailing approach. Spacing buildings properly, working with surface textures and cleverly placing trees is nearly all he needs to still make the new build look super realistic!
I often see CS builds that don't take sightlines from the street level into account. Overcharged Egg being a notable exception. If you do, you'll probably place/position and orient buildings in the most logical way. That usuallly means moving or rotating them differently than vanilla allows. This way the "view from above" will probably also become more "organically realistic". I hope that actual city planners/developers also take this into account, not only relying on their helicopter view 😅 This probably relates most to the concept of spacing that you mention. What I try to watch out for, for example, is aligning the actual facade of buildings (not simply the "front" of the asset footprint), as a means to increase a realistic overall look. Not saying you're doing this wrong by the way, I think you are right with these concepts. Just adding my two cents 😊
Theres an older city builder called Cities XL that sort of did something like that. It would let you fill create fill areas where it would automatically created plaza's and parks for you. Made some fairly nice looking cities. Quite bad on the frame rate though if i recall.
Spacing gives specific vibes to the neighbourhood. Low can create tight, cosy space with a historical vibe, where high angle opens the area creating larger public spaces like boulevards or even plazas. Creating tight oldtown with almost no traffic but pedestrian oriented areas is something that I love!
That's some interesting concepts and a nice video but to be honest, I don't think FPS drop come from detailing but from using assets and mods. I can't play with mods (well, I use a couple of them to enhanced the look of the game, move it and tree brush and that's all) because I have only 16Go of RAM, and with mods and a few assets the game just crash before reaching 10k population. But without mods I can detail as much as I want without feeling any FPS drop even at very high population. Maybe I'm doing something wrong, if someone here knows, I'd love to be wrong and be able to at least play with parking lots and anarchy and all those good stuff ^^
Well both is true. Putting a lot of objects, even vanilla will increase CPU and GPU usage. Ading more custom assets will increase RAM usage. I did a test here: ua-cam.com/video/5HgMomH8Wvk/v-deo.html . As you can see fps didn't improve because my CPU and GPU weren't upgraded.
@@erKrieger1 Thanks for your answer. Yes, I saw this video (and all of your tutorial videos btw^^) after my comment. I'm glad the algorithm suggested one of your video, I'm now eager to see how the vanilla-ish European city will develop :)
This video is inspired by the new build "Bregdha" by ShilkaLive over on Twitch and his minimal-detailing approach. Spacing buildings properly, working with surface textures and cleverly placing trees is nearly all he needs to still make the new build look super realistic!
I often see CS builds that don't take sightlines from the street level into account. Overcharged Egg being a notable exception.
If you do, you'll probably place/position and orient buildings in the most logical way. That usuallly means moving or rotating them differently than vanilla allows.
This way the "view from above" will probably also become more "organically realistic".
I hope that actual city planners/developers also take this into account, not only relying on their helicopter view 😅
This probably relates most to the concept of spacing that you mention.
What I try to watch out for, for example, is aligning the actual facade of buildings (not simply the "front" of the asset footprint), as a means to increase a realistic overall look.
Not saying you're doing this wrong by the way, I think you are right with these concepts. Just adding my two cents 😊
I hope there’s a city builder in the future that automatically details for you, where you can design a city and it just automatically looks good
Theres an older city builder called Cities XL that sort of did something like that. It would let you fill create fill areas where it would automatically created plaza's and parks for you. Made some fairly nice looking cities. Quite bad on the frame rate though if i recall.
Love it. The tram end was a beauty
Spacing gives specific vibes to the neighbourhood. Low can create tight, cosy space with a historical vibe, where high angle opens the area creating larger public spaces like boulevards or even plazas. Creating tight oldtown with almost no traffic but pedestrian oriented areas is something that I love!
Thoroughly enjoyed this, great video!
Nice Vid mate ✌🏻😬
That's some interesting concepts and a nice video but to be honest, I don't think FPS drop come from detailing but from using assets and mods. I can't play with mods (well, I use a couple of them to enhanced the look of the game, move it and tree brush and that's all) because I have only 16Go of RAM, and with mods and a few assets the game just crash before reaching 10k population. But without mods I can detail as much as I want without feeling any FPS drop even at very high population. Maybe I'm doing something wrong, if someone here knows, I'd love to be wrong and be able to at least play with parking lots and anarchy and all those good stuff ^^
Well both is true. Putting a lot of objects, even vanilla will increase CPU and GPU usage. Ading more custom assets will increase RAM usage. I did a test here: ua-cam.com/video/5HgMomH8Wvk/v-deo.html . As you can see fps didn't improve because my CPU and GPU weren't upgraded.
@@erKrieger1 Thanks for your answer. Yes, I saw this video (and all of your tutorial videos btw^^) after my comment. I'm glad the algorithm suggested one of your video, I'm now eager to see how the vanilla-ish European city will develop :)
If buildings should be 2x as high as the road is wide, NYC would only have 200 Meter wide roads 😅
You are somewhat right haha. Should, not must luckily though. A lot of roads in oldtowns also don't fit that ratio.