I really appreciate the writing style: > This pass is surprisingly heavy as it takes about 8.2 milliseconds, or roughly about far too long, ...
I wish more people would write like this, sprinkling little bits of humor in a somewhat serious piece
Why Cities: Skylines 2 performs poorly
461–470 of 593 posts
Re: Why Cities: Skylines 2 performs poorly
#462Earlier quoted context omitted.
I've learnt that (initial) success of a sequel is 95% because of its prequel. True performance may be seen if it has another sequel, or DLC, or heck, another 3 months.
That's the benefit about continual updating games. By the time CS3 is ready people won't remember CS2 2023 but whatever 3-6 years of updates does to CS2. For a modern example: who's still complaining about Cyberpunk in 2023? It's not like Sonic 2006 that is forever broken, sold decently at launch and then cratered the series for the next decade to come.
Re: Why Cities: Skylines 2 performs poorly
#4631. Optimization do not bring profit.
2. Bad code make developers' life easier.
3. Hardware nowadays is fast enough that we no need to concern about efficiency.
Re: Why Cities: Skylines 2 performs poorly
#464Earlier 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
#465Earlier quoted context omitted.
Lots of cash can be burned in meetings and by managers of managers. I'm sure my case is not unique here but, meetings that cost $100k are common at $BigCo. And there dozens of those per day.
You have 5-hour long meetings with 40 people each costing $500/hr?
Re: Why Cities: Skylines 2 performs poorly
#466Earlier quoted context omitted.
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
The most common GPU on steam stats is a 3060. The AMD 7800/7700 do 90% and 70% better on benchmarks. So if you have either of those, you're getting nearly twice the FPS that the most common steam user would see.
It should be better optimized, but calling it "defective" does nothing but make people dismiss your comment.
Re: Why Cities: Skylines 2 performs poorly
#467Earlier quoted context omitted.
AR Kit is Apple's thing. AR Core is Google's thing. Neither of those are Unity's fault. AR Foundation is a Unity layer to present a common interface. Which of my books is a good thing. Open XR is also an an attempt to make a cross platform layer for vendor specific APIs. Again not Unity's fault. The Unity plugin system is a common interface for all XR devices. I'd generally support your sentiment but in this case you…
This comment made things more clear to me than the documentation that I saw, perhaps because I was looking at it from a Quest 3 perspective and their main page about it doesn't mention that at all. I know what Open XR is all about but again, it's not clear which you should actually use for development if you're only targeting Quest devices, for instance. A little extra documentation would go a long way. The same goes…
Re: Why Cities: Skylines 2 performs poorly
#468Earlier quoted context omitted.
Make people work 12 hour days to ship before you go out of business and corners will need to get cut. Insulting engineers and describing them as "monkeys" because you are unaware of businesses function is quite unwarranted. "Real engineers" need to take a real look at themselves!
"Pay peanuts get monkeys" is a proverb. > Make people work 12 hour days to ship before you go out of business and corners will need to get cut. Won't happen. The US barely has any employment laws, and so do many other countries of the world.
Re: Why Cities: Skylines 2 performs poorly
#469I don't play videogames, but I am familiar with famous titles like this one. I would have loved to see something really bold, such as Cities set in Venice, and the task is to revamp the city. More interesting, instead of cars, cars, cars...
No idea why you were downvoted, there are big limitations about this game: the zoning made of squares favors grids, lack of bike infrastructure, no progress has been made on this, so yes cars and grids unless you want dead areas.
Your comment ignores the primary point of their comment, they want to start with an existing city and fix it.
Re: Why Cities: Skylines 2 performs poorly
#470This is not about performance but I find the example to have unrealistic design. The 'city' in the article has population of 1000. That would be village where I live - but it is drown in pretty wide roads and huge amount of parking places.
Cities Skylines, somewhat infamously, only allows American city designs to work. If you want to build something European, you can't.