I understand. Because you don't have to use a game engine.
Did you know, in Cinema4D Render Instances really don't have their own call. I use it a lot to easy up the scene because sometimes, even with modeling environments things can become a bit heavy.
Maxon must have updated cloner objects to speed up rendering on lowered specced machines. Though if I recall low specced does not exactly describe your rig. Render calls are cpu heavy, and on pc, they have an ungodly amount of layers they have to pass through, which is why they can be so demanding on seemingly powerful rigs. Fortunately thats not the case on consoles, and the wii u in particular is powerful with its effeciency of draw calls.
Just to put things in perspective on overhead and hardware restrictions, the hardware environment this game is running in has a far, far, FAR weaker gpu than the one in your computer using cinema 4d. It has a 3core g3 custom something for a cpu, 1Gb of main memory, Ddr3, much much much lower in bandwidth than the gddr5 your card is using, and only 32Mb of video ram on the gpu, which not only stores textures and assets in use/pre fetched/ready to head out, but also 3 720p frame buffers to remove screen tearing.
Its doing 10,000 unique draw calls a second @60 frames per second, instanced out to 300,000 objects being rendered, while the physics are performed at 240 simulations/samples a second.
So to try and frame an understanding of the overhead not really present in a rendering environment, just imagine this scenario: set your computers ram memory to just one Gb, and uh... your gpu's been cursed by a... Gremlin wizard, so you only get the fillrate of 8 rops, and try to render 10,000 unique objects, instanced to 300,000 times, fully textured (at least 4 material layers, just the basics will work for this) and and fully lit, oh, and have a physics simulation set to perform at least 4 samples, a simple ragdoll dummy set to fall will suffice, as we have no idea how much will be going on, nor will it really matter since it will not render in time anyways (for every frame of game displayed shin en samples and updates the physics 4 times) in exactly 1/60th of a second or less... Or your computer blows up.
That is why textures and geometry are repetitive in runtime environments, and why pointing them out and saying, this is now unimpressive because of repeated textures and geometry, is kind of weird for a videogame, I mean, yeah, the better you can disguise it the better, you can use a megatexture... But that will severely sacrifice up close fidelity, not too mention we only have 1Gb of holding ram and 32 Mb of vram... not too mention MT has its own set of artifacts and problems to work out.... So you are not alone, pretty much EVERYONE sees them. Its just something we have to accept for a considerable amount of time.
So, just the fact you can put it next to a racing game like Forza horizon on the Xbone, and have it like it does, back to back compared to the game on the far more powerful system (which is also full of repeating textures and assets) Is extremely impressive.