Earlier quoted context omitted.
Nobody sets out to make a bad game or "waste effort" on "useless" features. Things like this happen because the people giving you money have a hard deadline and you ship what you have. Or you decide to use a game engine that was more difficult to use than expected. It's insulting to say "well, just make the game better first, duh". I promise you, they know. But they have to balance a lot of things you don't see. If y…
I would believe this.... if 1. games made 15 or 20 years ago 2. and indie games made today would not be able to manage it. It's always the bigger studios who utterly mess up in making an actually playable game, which indicates that the problem is not something inherent but a simple product of laziness and greed. (Latest example: see Creative Assembly's meltdown)
Why Cities: Skylines 2 performs poorly
131–140 of 593 posts
Re: Why Cities: Skylines 2 performs poorly
#132Earlier quoted context omitted.
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.
What probably happened is that certain dev teams built ridiculous things on top of the ECS/DOTS code to see how much they could push the detail. So you wound up with things like the teeth. Which was probably some internal demo-driven development that everyone 'wow'd at the fact that it could be done. Times 100x or something like that. With nobody owning overall performance or whoever owned the overall performance did…
Author here. The teeth are completely unrelated to the simulation and not even really related to pushing maximum graphical fidelity. They are just using completely unoptimized - possibly stock - character models, which include a mouth with teeth even thought the characters never open their mouths.
Re: Why Cities: Skylines 2 performs poorly
#133Earlier quoted context omitted.
> makes me wonder why folks trust the current corrupt review system, of which streamers are now part of too. Agreed. There's such a whole world of unreported 'sponsored' or otherwise products, and streaming is a big part of it. And no-one is immune. When the cheesegrater Mac Pro came out, I watched a lot of videos on it, particularly on YouTube in the photo/video segment - I was planning to get one, and while I had o…
I've been getting into sim racing lately and a majority of the youtube reviewers do this thing where they claim it's not a sponsored video but the company sent them the product for free. And that's the same problem when it was magazines publishing glowing reviews of mediocre products just so the gravy train of free stuff doesn't end.
Re: Why Cities: Skylines 2 performs poorly
#134I 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.
I think the guess in the article is pretty close to the truth, I've seen stuff like that happen countless of times. You make a bet on a early technology (Unity DOTS + ECS in this case) which gives you a lot of benefits but also, it's immature enough that you get a bunch of additional work to do, and you barely have time to get everything in place before publisher forces you to follow the initial deadline.
But that means that everything is solvable. There's no need in this game for 100,000 vertices for a logpile, so that should be a relatively straightforward task to fix. And someone can rip out all the teeth and put "Principal Tooth Extraction Engineer" on their resume.
Re: Why Cities: Skylines 2 performs poorly
#135100,000 vertices for a pile of logs and 10,000 for teeth inside a characters head is hilarious. It blows me away how bad everyone is at their jobs. Imagine spending all day working on something and then you just make it garbage.
This all could easily stem from a couple of key people leaving and chaos breaking loose, or from extreme time pressure by the publishers.
Re: Why Cities: Skylines 2 performs poorly
#136The 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
Re: Why Cities: Skylines 2 performs poorly
#137If you only stick to the mature tech, then you may wind up being potentially unable to even produce your (advanced) game. It's always a challenging tradeoff. As long as the game is playable and you make enough to continue improving you might be OK; but of course you might go belly up before you fix it enough.
By the time CS2 makes it to Mac, it might be improved enough to actually play!
Re: Why Cities: Skylines 2 performs poorly
#138Why 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…
What makes You claim that game like this can't be made in Unity? Cause honestly this sound like the typical "Unity bad, UE with their flashy trailers good". But maybe You actually do have a valid reasoning, please share it then
The studio had to implement it.
Sounds serious enough to try something else, especially given Unreal has Nanite. I think on the ECS side they're lagging behind though
Re: Why Cities: Skylines 2 performs poorly
#139Re: Why Cities: Skylines 2 performs poorly
#140It'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 :)