this post was submitted on 30 Apr 2024
153 points (97.5% liked)

Godot

6007 readers
19 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 2 years ago
MODERATORS
 
you are viewing a single comment's thread
view the rest of the comments
[–] nekusoul@lemmy.nekusoul.de 1 points 7 months ago (1 children)

Considering that DOTS is allegedly at least partially to blame for the disaster that is Cities: Skylines 2 (Source), I'm almost tempted to say that's a good thing.

While the licensing changes were the last straw, I was always annoyed with the direction Unity was going, which was grafting a bunch of unfinished, barely documented features onto the engine, putting the stuff it's supposed to replace on life support and never actually finishing those features for years.

[–] Daxtron2@startrek.website 7 points 7 months ago* (last edited 7 months ago) (1 children)

Sure anything can be a performance drain if the devs implement it poorly. It seems like it came down to a poor implementation of culling causing waay too many verts being sent to GPU.

[–] nekusoul@lemmy.nekusoul.de 4 points 7 months ago

Yes, there were lots of other issues, but what I'm mostly referring to was that many of these broken systems wouldn't have to be built if stuff like DOTS and virtual texturing wasn't unfinished:

And the reason why the game has its own culling implementation instead of using Unity’s built in solution (which should at least in theory be much more advanced) is because Colossal Order had to implement quite a lot of the graphics side themselves because Unity’s integration between DOTS and HDRP is still very much a work in progress and arguably unsuitable for most actual games. Similarly Unity’s virtual texturing solution remains eternally in beta, so CO had to implement their own solution for that too, which still has some teething issues.