A passionate discussion about trees in HITMAN

If you didn’t know, trees in the HITMAN 1 locations were reworked for HITMAN 3. According to this article, the change was made to reduce performance costs, compress file size, and enable VR rendering. This is generally good, if not great, but some noticeable issues are present, especially while comparing HITMAN 3 to 1.

Whether or not the new trees are an improvement; that’s beside the point. The point is that the trees for HITMAN 1 had a specific scale and structure that suited the environment. They were likely designed, placed, and rotated to prevent both geometry and characters from clashing. In HITMAN 3, the newer trees are out of proportion resulting in branches clipping through walls and blocking paths from view. 47 is practically walking through leaves that hang far too low to be taken seriously. This is most noticeable in Sapienza which looks overgrown at the moment. It’s as if there was no thought to accommodate the size of the newer trees to the environment. I guess Sapienza doesn’t pay the gardeners to prune trees anymore. There sure are many of them, though.

Unfortunately, there are even more issues, like floating trees in Paris, missing foliage in Bangkok (now less dense and lush), and no collision for trees in Sapienza (47 can walk right through). It feels like assets were just swapped on a whim without consideration. Many trees also lack volume when viewed from a distance. This wasn’t an issue in HITMAN 1.

On a positive note, trees in HITMAN 3 locations (Dartmoor, Berlin, Mendoza, etc.) look very good and conform to the environment nicely. Great job! But this is odd, as the newer HITMAN 1 trees were likely created around the same time as the HITMAN 3 trees. I suspect the newer trees were done in a rush to enable VR at launch, possibly ignoring the artistic discipline taken in HITMAN 1. But is that worth the sacrifice for a mode most people don’t even play?

Whether you play VR or not, the standard way of playing suffers the consequences of “High-Performance Foliage”. Had the trees been optimized separately for VR, this likely wouldn’t have been a problem. I understand that the file size would increase, but adding 5GB for trees shouldn’t be an issue for a game that’s 60GB at launch (which isn’t much these days). Don’t get me wrong; I’m impressed by how much HITMAN 3 compressed HITMAN 1 and 2 while adding on top of that. Still, would it have hurt to dedicate a little more space to optimizing trees?

Look, I’m not criticizing the art of the trees themselves. But after comparing HITMAN 1 and HITMAN 3 (as seen in the images below), I fear we have lost something. The newer trees look fine but feel out of place, lacking any sense of scale and placement. Locations like Sapienza used to be my favorite, specifically for its stunning environment. Unfortunately, its artistic integrity has been tampered with, and I can’t help but cringe every time 47 walks through leaves that are far too overgrown to be realistic. This also tampers with sniper points in Sapienza now obstructed by branches that weren’t there to start. It feels needlessly clumsy, especially for someone like me who loves experimenting with the sniper rifle. Sapienza is adored for a reason, but personally, it always breaks the immersion in an otherwise stellar video game.

If HITMAN 1 launched with HITMAN 3 trees in 2016, I probably wouldn’t be posting because there’s nothing to compare. I’m only posting this because I love HITMAN and IO Interactive and I want people to have the best experience while playing. I’m simply making an argument as to what we have lost. Yes, there are many things to be grateful for, but I think I’m making a fair observation, and hopefully, this won’t be overlooked. Thanks for reading!

Here are the images: https://imgur.com/a/gWEkRT2

PS: This is my first post so I couldn’t upload more than one image. The link was added instead. Sorry for the inconvenience.

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Allow me to upload 5 of them then:
For the sake of readers. :slight_smile:

I took the ones that changed the most the lines of vision, lisibility, and other blocking





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Thank you so much! That is greatly appreciated :smiley:

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I was thinking it was a joke. “See! The trees grew from H1 to H3! lolz”
:face_with_bags_under_eyes:

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The trees in Hitman 3 VR Reloaded are the best trees in the franchise

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That’s a lot of tree love. But if you take in consideration that vegetations take 1 third of the HITMAN ambient (the others being landscapes and the man-made constructions) and the fact they suffered from a major downgrade, it’s not an exaggeration. But, imo, we had a lot of things that were downgraded from HITMAN 1 &2 to HITMAN 3/WoA.

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…i think the H3 trees look better

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This is actually to do with an upgrade to a plugin/ middleware called Speedtree between 2016 and 2 (I don’t think this happened between 2 and 3) It’s used to generate convincing foliage for bushes and tree’s, and even plants. This is why the 2016 maps are affected, and not any of the other ones from later games.

To be honest, there aren’t that many tree replacements I dislike, as they all fit the surroundings, even if they’re not identical to what was in 2016. The more problematic tree’s are the ones that you’ve brought up, ones that block vision accidentally (The tree near the sleeping PI in Sapienza, as an example), but those do not make up the majority of cases.

The newer trees look fine but feel out of place, lacking any sense of scale and placement. Locations like Sapienza used to be my favorite, specifically for its stunning environment. Unfortunately, its artistic integrity has been tampered with

Oh come off it, they do not look out of place, the tree’s just haven’t been adjusted for the new generated variants, which is actually possible to fix (as these are props, like any other environment detail in WOA) by the devs rotating the tree’s or just replacing them if needs must. I struggle to say these even look bad, let-alone “tampering with artistic integrity” of the maps. I certainly don’t think Sapienza looks overgrown, either. This issue affects very small portions of the map that, yes, is annoying when you see it, and should be fixed. I’ve always found the above “artistic integrity” argument to be a very loaded statement to make, as if any change or deviation from the original makes the map impure and tainted, when it frequently doesn’t.

TL;DR: IOI can fix this (and should). Hell, I can fix this if people want me to via modding. It’s not ruining the maps’ artisitic integrity.

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Hey there! I’d be happy to see you attempt to create a mod for this. But I was not mistaken about the change between HITMAN 2 and 3. HITMAN 2 is 130GB for a reason, and that is because it keeps nearly all assets from HITMAN 1 with little to no optimization. HITMAN 3 did something about this, and unfortunately, that led to some issues that I’ve pointed out, especially in Sapienza. But this is just a minor gripe I have. HITMAN WOA is otherwise an excellent game. Simply put; I felt passionate about sharing my thoughts on this, as I have not seen anyone discuss it, yet it’s so glaringly obvious when replaying maps like Sapienza.

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That’s because Hitman 2016/ 2 are using LZO file compression, while H3 uses LZ4, which is more aggressive and functionally halves filesizes. The downside is that it takes more CPU to decompress everything, which is why they had to optimise the engine, so the performance wouldn’t take a hit. To quote their PCGamer article from 2021:

"Almost all lossless compression techniques exploit the fact that data often has repeating sequences. For example, ‘HITMAN’ or ‘IO Interactive’ will likely appear frequently in an article about IOI. Those duplicated sequences don’t need to be stored multiple times and can be omitted, as long as you embed some information in the compressed stream about where they appeared originally, so that you can still perfectly reconstruct the initial data.

The super simplified description of LZ4 is that it replaces those lengthy sequences with a reference to a sequence that has previously appeared in the decompressed stream. So, for example, instead of storing the word ‘compression’ as-is, the algorithm can store the equivalent of ‘the word that appeared X words ago,’ which can be very efficiently encoded with few bits. Of course that’s not exactly how it works, but it’s sufficiently close to convey the idea.

“This is actually a pretty common technique, which other compressors employ as well, but LZ4 has a very performant implementation that provides a good trade-off between reasonable disk compression and great decompression speed, which makes it a common choice for games.”

Don’t get me wrong, they definitely altered their filesystem (Modding the game was briefly interrupted while intrepid mod developers had to figure out what they’d changed), and they seem to have removed some files from the game, but the killer of file sizes has never been models, it’s textures and music (and those are largely accounted for). And even the textures are better compressed now, using a proprietary DDS format made by Intel Textureworks.

Models, even high quality ones, tend to only be a few MB at most, whereas the textures are 5x the filesize (You have normal maps, diffuses, speculars etc.) This adds up really fast. IO just made the Glacier 2 engine more conformant and performative for the modern age of tech their games run on, and it shows. Running the game on an SSD is night and day loading-wise.

I also recall an issue with modding textures in Year 2, as they altered the normal map format slightly, so everything looked weirdly shaded for a month or two.

Not recently, but there has definitely been discussion on this. I recall one thread talking about the trees in the graveyard being problematic. I do like the passion though! Use that!

I did also fix some of Bangkok’s tree issues via the Unofficial Community Patch, though again, less to do with artistic intent and more to do with how some tree’s are just not rotated properly.

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Goodness me, you do impress me with your knowledge. I respect that! :slightly_smiling_face:

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Some people can’t see the forest amongst the trees

You’re right. I can’t see the forest, as it’s either missing or too many trees in the way. But in reality, this has nothing to do with trees. It’s about gameplay, level design, and artistry.

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Woah didn’t noticed they went to that extent to optimize the game’s space :open_mouth:
A bit of a downgrade imo…
Possible to reimplement the trees using mods maybe?

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It’s been four years of this. Ever since HITMAN 3 launched, IOI seems not to have addressed the issue. It’s something I thought would be fixed immediately, as I saw it as a major oversight, practically obscuring important paths and viewpoints. Still, I can live with this, but I’d love to see a mod try and fix it, if not IOI themselves. Perhaps one day, I hope.

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