>>20425>that last pic
If I’ve learned anything from Skyrim and oblivion it’s that LODs stop loading in things like grass and trees per chunk the closer you get to the edge of the map because the developers won’t put assets in places the player shouldn’t be able to reach
It looks like cyberpunk was planned to be larger but that idea got scrapped but devs forgot to delete a chunk of a level near the world border and now that foliage is stuck there
I’m not completely confident on this but I feel like this is why games like Minecraft and no man’s sky got so popular
The fact that you can go pretty much where ever you want and never run into world limits may foster that sense of constant exploration you don’t see in your standard open world game
>>20426>It looks like cyberpunk was planned to be larger but that idea got scrapped but devs forgot to delete a chunk of a level near the world border and now that foliage is stuck there
Well I remember in one of the threads in /v/ an anon said that those trees were from an interactive cut scene and those are placed there are a developer trick to quickly load that scene rather than have a map transition. Its not unlike how in Conan Exiles, a lot of the map looks incomplete but the parts not shown are just space for all the dungeons.
Ironically instead of the devs forgetting about assets, if you noclip to the top of some roofs in the slums, you can see a lot of the apartments and shacks are just pasted over each other to make it seem like a lived in space.
Not related to the content of your post but that aesthetic of obviously poorly made spaces in AAA games is mesmerizing to look at