Megacity contains 4.5 million mesh renderers, 5000 dynamic vehicles and 200,000 unique building objects. The vehicles fly on spline-based traffic lanes, never colliding, and there are 100,000 unique a... Unity Engine Megacity tech demo
Download link https://unity.com/megacity Not sure if you get to simply run the demo in a preconfigured executable, and couldn't check due to server load.
I'll patiently sit by and wait for you to deliver the assets to me, and then I'll plug them into UE4, create all of the Instance Static Mesh arrays and have some screenshots for you before the day is out. My point (crudely made by me) is that using arrays to create large scenes is old news, and can be put together in Unreal (and has been like this for years) very quickly. Another video to look at for examples of using fabrications would be this: This is really good tool I use, and...it was free! The basics of not loading similar models, but using arrays is a very very very cheap way of populating levels - but not making game graphics fall apart under the stress. Another company to look at for this sort of thing is Houdini - and they just provided a new video for their toolset: These guys are super-laser-focused on game development, and just use some pretty nifty mathematics to create node-based solvers to just 'fix' the problem(s) of huge levels, physics, instancing etc.
@Loobyluggs : I think you missed point of demo. It is not about developing large game worlds fast. It is about having large number of objects in large world on screen while having playable fps. In other words: "A lot of details." None of the things you shown have that kind of details.
Um, cross purposes here as I really think I do and did understand what it is they are showcasing: instancing and arrays, which is what I referenced in the examples I pointed you to.
Even if you may have got idea, things you shown are nowhere near in terms of complexity and density as demo in OP.