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Why Cities: Skylines 2 performs poorly

blog.paavo.me

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Re: Why Cities: Skylines 2 performs poorly

#72
> A brief glance at the JS bundle reveals that they are using React and bundling using Webpack. While this is something that is guaranteed to make the average native development purist yell at clouds and complain that the darned kids should get off their lawn,

When I first heard of this as being a thing, my initial reaction was indeed something like "wait what? HTML and CSS in a desktop PC game driving the UI? No, that shouldn't be ... ".

But then I used Microsoft Flight Simulator 2020, was amazed by the graphics and performance ... and learned about how the complex and detailed cockpit gauges are using WASM/HTML/JS for rendering. No React, but still the "web technologies".

It dawned on me that this is apparently not exactly the weird, strange, bad performing, wrong-use-case, "why would you ever" thing I originally saw it as. Because it was working fine in that complex scenario.

Re: Why Cities: Skylines 2 performs poorly

#73

I 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...

No idea why you were downvoted, there are big limitations about this game: the zoning made of squares favors grids, lack of bike infrastructure, no progress has been made on this, so yes cars and grids unless you want dead areas.

Re: Why Cities: Skylines 2 performs poorly

#74
post #26

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…

> Reminds me of the state of frontend development where you need 8000 tools and dependencies to show even the simplest of things, and i'm not surprised they bundle React for the menus.

Correction: React/Web technlogy is responsible for all the UI, from the loading screens to in-game labels when using road tools and everything in-between.

And their implementation of Coherent Gameface is not the reason for the performance issues in the game, so not sure how it's even relevant.

Re: Why Cities: Skylines 2 performs poorly

#75

Why did they make the game in Unity instead of UE5? I assume it's something around the likes of "Staff is more comfortable with Unity", right, so let's release a game that runs like absolute garb. because we want to use a specific engine. Next time I wanna take out my graphics card from my PC I'm going to use scissors instead of screwdrivers because I'm more comfortable with them. When did the gaming industry become…

Unreal is not the panacea

The problem is the developers more than the engine choice

Most of the AAA released this year had performance problems, most of them were built using Unreal 5

Re: Why Cities: Skylines 2 performs poorly

#76
post #68

Earlier 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.

Read the reviews and don't buy it. This works fantastically as a punishment already without ham-handed, opaque moderation.

Early access is not a "punishment" though. It's a system that already exists on Steam.

Re: Why Cities: Skylines 2 performs poorly

#77
It sounds like these issues are relatively fixable. It's a classic victim of the Unity engine's tech debt though. I use Unity myself and they desperately need to decide on how they want people to make video games in their engine. They can't have three rendering pipelines and two ways of adding game logic that have a complicated matrix of interactions and missing features. And not great documentation and a bad bug reporting process.

Re: Why Cities: Skylines 2 performs poorly

#78
Is there any Paradox game that doesn’t have lots of obvious bugs and terrible UI at release? And only the former gets somewhat addressed over time.

I really wonder how they develop at that place. And what kind of QS they have.I think even applying a crude pareto would improve their games a lot.

Edit: I stand corrected. I wasn't aware that Paradox is also a publisher and even such a big company (over 600 employees!). Still makes you wonder how they go about their business.

Re: Why Cities: Skylines 2 performs poorly

#79

Earlier 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.

I think their reviews are punishment enough. "Very Positive" for CS:1 and "Mixed" for CS:2. And if it improves over time, the reviews improve with them! Cyberpunk was a good example of that. And the graphs make it really easy to see how it's changed over time: https://store.steampowered.com/app/1091500/Cyberpunk_2077/#a...

Which only incentivize companies to publish unfinished products with “will fix it later” ideology.

Re: Why Cities: Skylines 2 performs poorly

#80

Earlier quoted context omitted.

Where are you getting this from? I'm literally sitting with the game open right now with the Chrome Devtools connected to it, and I'm seeing no unnecessary modifications on the DOM side of things. Could be that the integrated the Gameface library incorrectly I guess? Still interested in more details from you.

Directly from the article: "The last remaining draw calls are used to render all of the different UI elements, both the ones that are drawn into the world as well as the more traditional UI elements like the bottom bar and other controls. Quite a lot of draw calls are used for the Gameface-powered UI elements, though ultimately these calls are very fast compared to the rest of the rendering process. " With this minim…

Not sure what kind of projects you've worked on before, but the ones I've been involved in, you wouldn't spend time optimizing something taking Why on earth would they try to optimize how the UI renders when they're having big issues elsewhere?
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