That Ryse forum post shows how it is done most of the time. It is a combination of flat billboard textures, and very low detail geometry that is only need to hint at the large shapes of the structures. If you looked at those assets up close they would be very low res compared to assets the play will interact with. This is…
Hey guys! So something I've wondered for a while is how to go about creating huge sprawling vistas in a game engine, I'm talking about scenes like these: The backgrounds seem really detailed and in many cases don't actually seem to be geometry. I was just wondering if anyone has any input on how these kinds of scenes are…