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Another point that I don't see in any of the answers: in some engines you will start to run into numerical precision issues when using very large maps. For example, the Unity engine uses the 32-bit float type for all floating-point engine functions, such as position. At large distances from the world origin, the precision limitations of a 32-bit float start ...


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When you start modelling, is easy to think that using realistic distances to normalize your world with will be awesome! However the first problem comes with the insane amount of detail real life has, and then, how boring moving in real life really is. Maybe the reason why people play games, instead of going "out there"? However, when you are making ...


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I don't think most players really think in forms of scale when traversing a world. It's more about interesting stuff relative to times spend. If your player has to run for 2 minutes between to interesting points, they'll be bored for 2 minutes. The world may feel vast, but the boredom will make this a negative. So, how can you work around that? You could ...


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It works if you treat most of the citadel as part of your world map I remember an MMO I played a while back (can't remember which one) that got away with this just fine because about half the quests were actually inside the main city. So instead of a small city that you are constantly leaving and coming back to; the city itself was the quest space, and only ...


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GTA, Cyberpunk and other similar open world games have city maps of mostly correct scale. MSFS has a kind of realistic world map. The key - these games didn't require devs to build every single house and players to walk all those distances. For travel, first option would be to limit players to certain zones, making full map size irrelevant. While this is a ...


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You've already removed the main negative of a 1:1 scale map by focusing it on a small area instead of an entire city or countryside, but a citadel is still on the large side. The biggest issue here is travel time. Basically, if I want to walk to the store in real life, it might take me 12 minutes (from Google maps). That's alright; a little longer than I ...


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Almost no game uses realistically scaled maps for cities. The problem with creating cities which are even close to the size of real cities is: Maps become difficult for the player to navigate. They can easily get lost. It is very hard to make all of that content interesting. Creating a large amount of good content is time-consuming and draining. So when ...


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Ok so i preloaded the left map here in an async mode. And you will notice that i'm changing to another map, even though i preloaded. Perhaps it's de design level that is making to popup a tree ? Here is the video that shows the problem: https://streamable.com/csipce Thanks in advance, Luke


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