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Why Cities: Skylines 2 performs poorly

blog.paavo.me

251–260 of 593 posts

Re: Why Cities: Skylines 2 performs poorly

#251
post #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 rep…

It makes one wonder what their internal employee incentives are and if they're problematic. Microsoft has a similar problem where nobody gets promoted from fixing bugs or maintaining stuff, everyone gets rewarded for new innovative [thing] so every two-three years there's a completely new UI framework or similar. Although I feel like wanting to start-a-new is a common tech problem, where there are problems and everyo…

We're weeks past a very public pricing change that cost Unity market reach amidst competitors and open source projects; and that led to a CEO change. There are problems beyond what the employees can realistically fix.

Re: Why Cities: Skylines 2 performs poorly

#252
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

Cyberpunk was delisted because CDPR told consumers to request refunds.

Re: Why Cities: Skylines 2 performs poorly

#254
post #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!).…

I mean unrelated since Paradox is the publisher, but Gauntlet ran like greased lightning, Helldivers ran like greased lightning, Magicka 2 ran like greased lightning…

…of course those were all built on Dragonfly/Bitsquid instead of Unity so that might be a clue about where the issue lies.

Re: Why Cities: Skylines 2 performs poorly

#256

Earlier quoted context omitted.

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…

Respectfully, just take the L on your original comment and move on. It’s ok to be wrong.

Re: Why Cities: Skylines 2 performs poorly

#258
post #211

Does the game have a campaign mode yet? I'm desperate. I loved C:S 1 for a few hours and then had nothing to do. Just need some kind of challenge mode and I'd be hooked for life.

Have you tried the mods yet? I had a lot of fun coming up with my own goals, like perfect happiness without cars (using only transit, bicycles, and walking paths), or flood-proof cities (the hydro simulation is pretty fun to mess around with), or rebuilding a city after an asteroid (or maybe fifty...) hit it...

Re: Why Cities: Skylines 2 performs poorly

#259
post #250
post #239

Earlier quoted context omitted.

> This means you are, sadly, very uninformed. No, it means that I don't accept budget and deadlines being an excuse for delivering a poor experience. As a consumer, I'm speculating about the reasons why this happens, but my point is that it shouldn't happen at all. > many engineers want to optimize things more, and work OT to do so (as there is an extreme shortage of time to do this in AAA space on company time) Agai…

> I place equal blame on them for delivering a subpar product, whether it's under their control or not. What else is there to say... > If they don't like the environment of a particular studio, they can always choose to work elsewhere. They like it. The industry just has issues beyond their control which are in the process of being solved, gradually. No one will drop their dream job to satisfy your entitlement right…

I'm entitled because I want to buy a product that works as advertised?

> You are free to not buy the game.

Yes, I'll continue to do so. I just wish other consumers did the same so that this situation can improve. The first step is not excusing it when it happens, but condemning it.

Re: Why Cities: Skylines 2 performs poorly

#260
post #102

> This mesh of a pile of logs is similarly only used in the shadow rendering pass, and features over 100K vertices. But… why?

The studio that made this has like 30 devs.

This doesn't fly with a one man team and not with a 1000. It's just badly done, there's no sugarcoating. Those meshes should never end up in the game files.
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