Minecraft does fucky things with textures and polygons though. Like, half of the textures are algorithmically generated - that isn’t going to improve performance, but my point is it’s a totally different beast. It’s designed to be optimally simple from the ground up.
And Valheim’s models are hugely more complicated, from a behavioural standpoint. Collision detection with a cube is about as trivial as it gets, but when trees get polygonal, and you have heights that aren’t the multiple of the size of a block, and things can overlap, the whole modelling scenario becomes a nightmare - and games like Valheim have to model stuff that happens off-screen, too, like that bloody troll trashing your lumber base while you’re away.
Basically, Valheim is wayyy more complicated - and has a smaller team optimizing it - than Minecraft. The polygonal visual style is pretty superficial in the grand scheme of things.
Minecraft does fucky things with textures and polygons though. Like, half of the textures are algorithmically generated - that isn’t going to improve performance, but my point is it’s a totally different beast. It’s designed to be optimally simple from the ground up.
And Valheim’s models are hugely more complicated, from a behavioural standpoint. Collision detection with a cube is about as trivial as it gets, but when trees get polygonal, and you have heights that aren’t the multiple of the size of a block, and things can overlap, the whole modelling scenario becomes a nightmare - and games like Valheim have to model stuff that happens off-screen, too, like that bloody troll trashing your lumber base while you’re away.
Basically, Valheim is wayyy more complicated - and has a smaller team optimizing it - than Minecraft. The polygonal visual style is pretty superficial in the grand scheme of things.