This is everything wrong with both (sweatshop) games and programming! This is 180 of how people programmed for the older consoles in the most fun and creative ways to squeeze the most out of smaller hardware. Take a look at this for comparison: https://arstechnica.com/gaming/2021/09/war-stories-how-crash... Reminds me of the state of frontend development where you need 8000 tools and dependencies to show even the sim…
Pardon the snark, but the answer should be obvious: budget and deadlines. Producing well-optimized, “clever” code usually requires magnitudes of more time than the simplest, quickest solution. Hobbyists line yourself, and a few companies like Nintendo, are typically the only ones that can afford to spend time optimizing like you describe.
Why Cities: Skylines 2 performs poorly
51–60 of 593 posts
Re: Why Cities: Skylines 2 performs poorly
#52It's kind of stunning that a game of this magnitude is able to go out the door without model LOD. I suppose the fact that it runs at all is stunning -- surely you could not get away with this a decade or two ago -- but perhaps it speaks to the incredible capabilities of modern hardware. This feels a bit similar to the Electron criticism, where convenience ultimately trumps performance, and users ultimately don't care…
Don't forget the part where they use web tech and waste draw calls like crazy on the UI. These things should literally be banned. edit: not web tech should be banned, but releasing a game with horrible optimisation like this, either by the store selling the game or by the law
Could be that the integrated the Gameface library incorrectly I guess? Still interested in more details from you.
Re: Why Cities: Skylines 2 performs poorly
#53It's kind of stunning that a game of this magnitude is able to go out the door without model LOD. I suppose the fact that it runs at all is stunning -- surely you could not get away with this a decade or two ago -- but perhaps it speaks to the incredible capabilities of modern hardware. This feels a bit similar to the Electron criticism, where convenience ultimately trumps performance, and users ultimately don't care…
Valve/Steam should really have some policies around unfinished or unpolished games so that they are forced to be marked as "early access" It is absolutely ridiculous that these developers can get away with releasing a beta (essentially what it is) and setting the full release price without the end user knowing they're a guinea pig.
Re: Why Cities: Skylines 2 performs poorly
#54It's kind of stunning that a game of this magnitude is able to go out the door without model LOD. I suppose the fact that it runs at all is stunning -- surely you could not get away with this a decade or two ago -- but perhaps it speaks to the incredible capabilities of modern hardware. This feels a bit similar to the Electron criticism, where convenience ultimately trumps performance, and users ultimately don't care…
Valve/Steam should really have some policies around unfinished or unpolished games so that they are forced to be marked as "early access" It is absolutely ridiculous that these developers can get away with releasing a beta (essentially what it is) and setting the full release price without the end user knowing they're a guinea pig.
Re: Why Cities: Skylines 2 performs poorly
#55I don't play videogames, but I am familiar with famous titles like this one. I would have loved to see something really bold, such as Cities set in Venice, and the task is to revamp the city. More interesting, instead of cars, cars, cars...
I heard about city simulator games modelling the number of carparks they'd need before deciding to scrap them instead. If they left them in, it would have been a fun challenge to minimise them. https://www.theverge.com/2013/5/9/4316222/simcity-lead-desig...
The second game adds parking lots of various sizes, parking structures both underground and above ground, etc. But it also encourages you to build alternative public transportation like buses, trolleys, trains, metros, etc. (Sadly no bicycles in the 2nd game yet).
Re: Why Cities: Skylines 2 performs poorly
#56This is everything wrong with both (sweatshop) games and programming! This is 180 of how people programmed for the older consoles in the most fun and creative ways to squeeze the most out of smaller hardware. Take a look at this for comparison: https://arstechnica.com/gaming/2021/09/war-stories-how-crash... Reminds me of the state of frontend development where you need 8000 tools and dependencies to show even the sim…
> Optimisations like this aren't even hard or time consuming (and they are fun) - can anyone clue me in on why you ship your stuff in this state - what happens in a studio like this? Business and survival is what happened. Read any of Jason Schreier's books on game development. Income is very chunky with games being in development for years. Postponing by a few months might sink your company, especially with interest…
In this game, they've focused on the superficial stuff, yet the core gameplay is still broken (instead of a city builder where citizens have agency, the game is effectively a god simulator where your biggest challenge is traffic management, economy or politics is a joke)
This is why many people prefer older games - the amount of effort spent on the gameplay itself is only decreasing year by year, while most of the budget is spent on useless graphical effects, quirky things everyone forgets in two months and all the usual "analytics"/"cloud" stuff.
Re: Why Cities: Skylines 2 performs poorly
#57Earlier quoted context omitted.
Pay peanuts get monkeys. Game dev has been infamous for taking in young, fresh college graduates, promise them "credits" and "fun life" and then run them through the grinder for shit pay. And eventually, even those who survived the grinder and ended up living long enough to become seniors burn out, and that's how you get this kind of clusterfuck in the end. Game dev seriously needs to follow the VFX industry and unio…
Make people work 12 hour days to ship before you go out of business and corners will need to get cut. Insulting engineers and describing them as "monkeys" because you are unaware of businesses function is quite unwarranted. "Real engineers" need to take a real look at themselves!
> Make people work 12 hour days to ship before you go out of business and corners will need to get cut.
Won't happen. The US barely has any employment laws, and so do many other countries of the world.
Re: Why Cities: Skylines 2 performs poorly
#58Much like Cyberpunk on it's release, this will hopefully be de-listed from the various digital storefronts & all customers issued a refund in full.
Re: Why Cities: Skylines 2 performs poorly
#59Earlier quoted context omitted.
Valve/Steam should really have some policies around unfinished or unpolished games so that they are forced to be marked as "early access" It is absolutely ridiculous that these developers can get away with releasing a beta (essentially what it is) and setting the full release price without the end user knowing they're a guinea pig.
Valve/steam should absolutely not be doing that
I don't see the issue with making it more clear to end users that they're beta testing a game.
Re: Why Cities: Skylines 2 performs poorly
#60I hope these issues come from the game being rushed and not from a lack of rendering expertise. Luckily it seems like there are pretty simple reasons for the poor performance so I'm hopeful they can at least do something even if they don't have a ton of rendering expertise.