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.
Why Cities: Skylines 2 performs poorly
481–490 of 593 posts
Re: Why Cities: Skylines 2 performs poorly
#482Unity is a clown engine. I remember some guy benchmarked DOTS, against plain old C++ code with OpenGL, just like your dad used to write, and it was no contest, DOTS couldn't keep up. You have to remember, Unity usually sets the bar very low for themselves, comparing their ancient Mono implementation (they still use the Boehm GC, written in the 1980s!), and when a shiny new performance 'fix' like Burst/DOTS drops, the…
Huh, I never knew Unity used its own CLR implementation. Any idea why?
Re: Why Cities: Skylines 2 performs poorly
#483Earlier quoted context omitted.
> Because it is one of the 1,000,000 things to pay attention to in game development. Finding objects with ridiculous triangle counts is one of the easiest things to do when you have known performance issues. If they didn't have time to do the first, easiest chunk of the work, then something was far more dysfunctional than "it's one of a million things to deal with".
This is on par with: “Sure, there’s a raging fire in that corner of the office, but it’s just one of a million things I had to deal with that day. That’s why I didn’t call the fire department, okay!?” Staying on top of poly count budgets is like game dev 101.
Re: Why Cities: Skylines 2 performs poorly
#484Making a AAA game sounds horrible. And making one in Unity sounds doubly so. All of these things sound like fixable issues. They'll likely be fixed. Hopefully the developers made these oversights because they focused on what makes the game worth fixing to begin with: that the gameplay is fun. In many recent games I feel developers have focused on the wrong things and totally forgot the core, meaning if they fix the b…
>Someone has said "it's ok to be just 10fps on beefy hardware, we can fix that later, let's ship it now". Well, yes, because it doesn't matter. It is on the top seller list on Steam. I agree with you, but we can discuss fixes till our fingers bleed. In the end, the problem is capitalism. https://store.steampowered.com/search/?supportedlang=english...
surely, it is the underlying economic system ruining the art of modern video game development!
Re: Why Cities: Skylines 2 performs poorly
#485Earlier quoted context omitted.
>Someone has said "it's ok to be just 10fps on beefy hardware, we can fix that later, let's ship it now". Well, yes, because it doesn't matter. It is on the top seller list on Steam. I agree with you, but we can discuss fixes till our fingers bleed. In the end, the problem is capitalism. https://store.steampowered.com/search/?supportedlang=english...
The problem is European capitalism, as the game developer here is Finnish and publisher is Swedish. Important clarification since you seem very invested in calling out the US in every other post of yours, so I'm sure you appreciate the calling out of systemic European failures here.
Re: Why Cities: Skylines 2 performs poorly
#486Making a AAA game sounds horrible. And making one in Unity sounds doubly so. All of these things sound like fixable issues. They'll likely be fixed. Hopefully the developers made these oversights because they focused on what makes the game worth fixing to begin with: that the gameplay is fun. In many recent games I feel developers have focused on the wrong things and totally forgot the core, meaning if they fix the b…
> then it just shouldn't ship Part of the problem is that AAA is just (IMO) too big and expensive. Devs might actually have to ship a broken game around holiday time just to get enough sales to survive. And the other extreme can be dangerous too, like how Mass Effect Andromeda's development dragged on forever, and EA let it happen because its such a golden IP. I think the ultimate solution is to just scale down most…
Re: Why Cities: Skylines 2 performs poorly
#487Earlier quoted context omitted.
Top down decision making, typically by non-technical people who often have no idea what software development even involves. Eventually things get so bad that there's no choice but to abandon feature work to fix them. The business loses out multiple times. Feature work slows down as developers are forced to waste time finding workarounds for debt and bugs. The improvements/fixes take more time than they would have due…
This is pretty much a universal thing--whether it's software development or home maintenance. It's really tempting to kick the can down the road to the point where 1.) You HAVE to do something; 2.) It's not your problem any longer; or 3.) Something happens that the can doesn't matter any more. I won't say procrastination is a virtue. But sometimes the deferred task really does cease to matter.
Re: Why Cities: Skylines 2 performs poorly
#488Earlier quoted context omitted.
Author here: I never bothered counting the total vertices used per frame because I couldn't figure out an easy way to do it in Renderdoc. However someone on Reddit measured the total vertex count with ReShade and it can apparently reach hundreds of millions and up to 1 billion vertices in closeups in large cities. Edit: Checked the vert & poly counts with Renderdoc. The example scene in the article processes 121 mill…
“If you’ve used more triangles than there are pixels on the screen, you’ve messed up.” I call this kind of thing the “kilobyte rule” because a similar common problem is shoving tens of megabytes of JSON down the wire to display about a kilobyte of text in a browser.
Re: Why Cities: Skylines 2 performs poorly
#489Unity is a clown engine. I remember some guy benchmarked DOTS, against plain old C++ code with OpenGL, just like your dad used to write, and it was no contest, DOTS couldn't keep up. You have to remember, Unity usually sets the bar very low for themselves, comparing their ancient Mono implementation (they still use the Boehm GC, written in the 1980s!), and when a shiny new performance 'fix' like Burst/DOTS drops, the…
Huh, I never knew Unity used its own CLR implementation. Any idea why?
Besides that, they made a bunch of proprietary changes to Mono to make it run on their engine, and to be able to export to literally any platform under the sun.
A lot of platforms, like iOS and consoles have (or had) a strict no-JIT policy, so they needed to come up with statically compiling code to said platforms. One of the methods they used was IL2CCP, which turned .NET bytecode, into horrible looking C++, full of goto-s, weird labels and structs getting passed around.
Considering some platforms had limitations like you had to compile the game solely with the C++ compiler the platform supplied, not sure if they had a better solution, but it's still horribly hacky.
They've been manually syncing up changes from the more recent versions, but I can't really tell, at what pace.
But the thing is, even the official Mono has never really kept pace with MS's implementation, and recently, after the acquisition, Mono was dropped by MS in favor of the CoreCLR.