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…
It's stunning and completely unacceptable. This is a product that is not fit for purpose. I hope the developers are embarrassed by what they have produced.
Why Cities: Skylines 2 performs poorly
421–430 of 593 posts
Re: Why Cities: Skylines 2 performs poorly
#422Earlier quoted context omitted.
This is rarely developers' fault. You can bet they wanted to deliver the best product possible, but were not given the time needed to do that by upper management.
Why is it impossible that maybe Cities Skylines simply has shitty developers?
Re: Why Cities: Skylines 2 performs poorly
#423i'm sorry was he benchmarking this at 5120x1440? like seriously do people really game at that resolution?
Look at images of it from the top, that'll help you understand how immersive it is.
Re: Why Cities: Skylines 2 performs poorly
#424Earlier quoted context omitted.
[flagged]
What if we’re more charitable and consider that maybe the modelers assumed that they were doing the most detailed models and someone else would be processing them to produce derivatives for lower zoom levels? It’s rare that something like this happens because nobody knew it was a problem but rather that there is a management dysfunction around priorities and resources.
Re: Why Cities: Skylines 2 performs poorly
#425Earlier quoted context omitted.
You have 5-hour long meetings with 40 people each costing $500/hr?
Let me introduce you to the world of PI planning where two days of every quarter are spent with approximately 100 people (developers, program managers, etc) for each line of business to plan out the next quarter of work - even if 90% of it is continuing the work from the last quarter...
Company wasted so much money, then the org shut down for spending $500 per customer per year in maintenance (this was a health insurance company) whereas the main company would only spend $70 per customer per year. You'd think leadership of the org would get fired for this but they were rewarded with other positions within the company to do the same thing.
Unreal. Why do shareholder's put up with this? I guess the healthcare monopoly is the only reason to.
Re: Why Cities: Skylines 2 performs poorly
#426Earlier quoted context omitted.
You have 5-hour long meetings with 40 people each costing $500/hr?
Let me introduce you to the world of PI planning where two days of every quarter are spent with approximately 100 people (developers, program managers, etc) for each line of business to plan out the next quarter of work - even if 90% of it is continuing the work from the last quarter...
Re: Why Cities: Skylines 2 performs poorly
#427I really appreciate the writing style: > This pass is surprisingly heavy as it takes about 8.2 milliseconds, or roughly about far too long, ...
Re: Why Cities: Skylines 2 performs poorly
#428Earlier quoted context omitted.
> It's completely normal in AAA games to have a few imperfect and in-optimal things. No, mate, stop. The state of C:S2 is well beyond anything we should accept as "completely normal". It's a defective product that should not have been released. Stop normalising this crap.
Good grief, I have a mid tier AMD card and I'm having a blast with almost 40 hours in the game already. Can we quit with the "defective" propaganda? The game runs fine and it's really fun. This "controversy" really drives home for me how detached from reality online discourse often is
Re: Why Cities: Skylines 2 performs poorly
#429Earlier quoted context omitted.
Drm killed simcity
If SimCity was good, gamers would have held their nose, and played it, DRM or not, just like they did with a million other DRM-heavy AAA titles. It wasn't.
Re: Why Cities: Skylines 2 performs poorly
#430Earlier quoted context omitted.
That's speculation based on nothing but vibes.
It’s speculation based on these mesh sizes being so arbitrary in the game development process and what’s broken being unnecessarily window dressing for gameplay. It’s the kind of thing that could be delayed to the last minute with some simple placeholder. “Now you might say that these are just cherry-picked examples, and that modern hardware handles models like these just fine. And you would be broadly correct in tha…
This really smacks of late asset delivery, which probably happened because delivery dates to the rest of the dev team kept being bumped.
Then, by the time the assets were finally delivered, it was recognized they weren't optimized (as expected), but there wasn't any time to fix that.
Or the same thing with an internal asset team.
Although honestly, you'd think after seeing the performance numbers they would have implemented an "above X zoom level, people / anything smaller than this are invisible" sledgehammer fix, until LOD could be properly addressed.
Better to deal with pop-in than have everything be unexpectedly slow.