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Why Cities: Skylines 2 performs poorly

blog.paavo.me

101–110 of 593 posts

Re: Why Cities: Skylines 2 performs poorly

#101

Earlier quoted context omitted.

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?

Sorry, my initial comment probably come off quite differently. It's not that "using web UI" is the reason why this game has awful performance, that's more like a bellwether for the studio's priorities.

It's absolutely not the most important, or even in the top 10 most important problems here, but it shows really illustratively how much they care about making a game which performs in an acceptable way. (which is: not that much)

Also, it's not even one or two high-poly models dragging the performance down, what I was aiming at is that the game suffers from death by a thousand cuts - the LoDs are only a part of the issue, almost every part of the game is done in a sub-optimal way. So while the UI is not a significant part of the frame time, if they fix the most glaring performance issues, they will find that there won't be a silver bullet, the game is just a pile of small performance problems all the way down.

Re: Why Cities: Skylines 2 performs poorly

#103

It'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…

> I long for the days of a tuned, polished game engine squeezing every inch of performance out of your PC.

Have you heard of Factorio :)

Re: Why Cities: Skylines 2 performs poorly

#104

It'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.

I wonder if releasing a widely anticipated game unfinished is sometimes actually strategically beneficial marketing wise. Perhaps it's a marketing dark pattern?

It makes the game stay in people's minds longer because people keep coming back to it asking "is it good yet, have they fixed it yet?". It kind of feels it has worked like that for Cyberpunk. If it's a finished game on launch day people will quickly make up their minds if it's for them and then move on.

Personally I would be on the fence about buying it even if it was good on launch and I would probably not buy it straight away. But I might just change my mind if I get reminded of it enough times. Then again I felt like that about Cyberpunk as well and I still haven't bought it.

Re: Why Cities: Skylines 2 performs poorly

#106

It'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.

Yeah they need to start moderating quality.

Re: Why Cities: Skylines 2 performs poorly

#107

It'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…

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Re: Why Cities: Skylines 2 performs poorly

#108
post #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, th…

[deleted]

Re: Why Cities: Skylines 2 performs poorly

#109
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…

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Re: Why Cities: Skylines 2 performs poorly

#110
post #63

The odd thing is I doubt a single sky line fan thought “what this really needs is graphics so intensive I can’t build a big city” It’s remarkably tone deaf

I also doubt any of the developers were aiming for that too. I've been looking through the decompiled code for the purposes of modding for the last few days, wrapping my head around their ECS/DOTS code, and the game has a much better foundation for a scalable simulation than CS1 ever had, even after years of optimizations.

I bet whoever worked on the actual simulation worked really hard for years to make it run efficiently.

Then the meme developers in the front end went “lmao JS and CSS for the interface, 100k for a log” and ruined it all

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