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Why Cities: Skylines 2 performs poorly

blog.paavo.me

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Re: Why Cities: Skylines 2 performs poorly

#181
post #172

Earlier 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.

That’s cool. Didn’t realise modders still do that sort of low level stuff

Considering Paradox/CO are dragging their feet to release the modding docs/tools, we don't have much choice if we wanna start building our mods today :)

Re: Why Cities: Skylines 2 performs poorly

#182

Tip for those wanting to play it: change resolution scaling from dynamic to constant. I have a 3080 and it basically moves it from "unplayable 10fps in the main menu" to "works just fine, no issues in game" with medium-high graphics.

Or off, entirely. On my 3080 it seems to cause lots of rendering artifacts.

Re: Why Cities: Skylines 2 performs poorly

#183
post #139

While the complaints about performance are valid, I’m still having a blast with the game. Having an 11 month old means it’s hard to go deep into something like Cyberpunk since I only get short gaming bursts (ie 7:30 when she goes to bed until 8:30 when I turn off screens). Not enough to play a deep narrative game but plenty of time to expand out my industrial area, fix a highway interchange and figure out what’s goin…

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Re: Why Cities: Skylines 2 performs poorly

#185

The whole industry seems in need of a major reset event (aka true competition). We wasted a LOT of innovation tokens on VR, ray tracing, battle royales, etc. The availability of OSS and COTS engines has been an uplift on paper, but brought with it an entire new universe of downsides with regard to actual player experiences. For better or worse, I believe that a higher barrier to entry is a good thing for a major crea…

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Re: Why Cities: Skylines 2 performs poorly

#186

Earlier quoted context omitted.

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.

100,000 vertices for pile of logs isn't really a bad bet on tech, though. That is just piling vastly more onto any tech stack than it can handle, with nobody having the time or the political okay to do a perf pass through the code and put all these ideas on a diet. 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 straightforwar…

> 100,000 vertices for pile of logs isn't really a bad bet on tech, though. That is just piling vastly more onto any tech stack than it can handle, with nobody having the time or the political okay to do a perf pass through the code and put all these ideas on a diet.

I can easily see this happening though.

Artist starts making assets, asks "What's my budget for each model" and engineering/managers reply with "Do whatever you want, we'll automatically create different LODs later" and the day gold master is being done, the LOD system still isn't in place so the call gets made to just ship what they have, otherwise publisher deadline will be missed.

Re: Why Cities: Skylines 2 performs poorly

#188
post #159

Perf issues also basically killed the SimCity franchise on PC. Hope they are able to fix things up

I don't recall performance problems being the main concern for the last (final) Sim City, but I won't say you are incorrect. What I do remember is 1. shallow game play compared to its predecessors 2. demand for always online and proven lies about offline play not being possible because of the game architecture 3. invasive DRM, during a time when invasive DRM was on everyone's mind 4. launch issues which, combined wit…

indirectly. i'd say the largest single early complain about simcity 2013 was the small maximum city size you quote, which people attributed to perf-related restrictions

Re: Why Cities: Skylines 2 performs poorly

#189
post #39

Much like Cyberpunk on it's release, this will hopefully be de-listed from the various digital storefronts & all customers issued a refund in full.

Cyberpunk got delisted by Sony because it literally didn’t function. It was playable but buggy on pc

Re: Why Cities: Skylines 2 performs poorly

#190

Earlier quoted context omitted.

Now that's a bit harsh. You don't know what is going on inside that company, and under what environment the development happened. This all could easily stem from a couple of key people leaving and chaos breaking loose, or from extreme time pressure by the publishers.

The default assumption is that the studio is not particularly different from the norm of the industry, unless proven to be otherwise.

Colossal Order has about 40 employees, even though they are AAA. Here - proven otherwise.
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