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Why Cities: Skylines 2 performs poorly

blog.paavo.me

541–550 of 593 posts

Re: Why Cities: Skylines 2 performs poorly

#542

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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.

Well, not anymore, Epic's Nanite is basically a triangle per pixel rendering.

Re: Why Cities: Skylines 2 performs poorly

#543

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> I imagine lots of backend developers never really thought There is a lot of snobbery and arrogance from "pure" backend developers who think JavaScript is some limited toy language. If it is not C++ or Rust or even Go (...assuming they are ok with the GC) then to them it is not worth wasting a milliseconds time on while they go off and fetishise over their copy semantics for their CRUD website backend. Modern JavaSc…

So... Node?

Deno, bun, or something else that hasn't been created yet I would hope. NPM has shat the bed for Node et al IMHO

Re: Why Cities: Skylines 2 performs poorly

#544

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Is that a big deal? That's easy to avoid if you don't pre-order games and just wait for the day 1 reviews. Even if you did end up with a shitty situation, Steam lets you refund the games with minimal hassle. On the other hand, there are players who'd rather have the game earlier (like me) than a few months later, despite its launch issues. The alternative approach -- Baldur's Gate 3 being in Early Access forever -- i…

large companies don't have much incentive to use EA. The usual incentive for EA is to make a game cheaper for early users and to get important playtesting done.a big game with a big ad budget, QA testing studio, and internal playteting doesn't need to worry about that.

Well, in this case, they were a 30 dev company that knew the performance was going to be so bad, they had to release a warning a week before the game came out. Seems like Early Access may have been appropriate, and maybe saves the review score too.

Re: Why Cities: Skylines 2 performs poorly

#545

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Yes, but better that, in a shared environment with center-wide cooling and such, then each individual household needing to do that on their own. Also way fewer cards needed this way, with users being able to share cards through the day instead of each needing their own. Basically mainframes all over again :)

> Yes, but better that, in a shared environment with center-wide cooling and such, then each individual household needing to do that on their own. I don't think this actually tracks, unless the heat is actually being put to use. You don't need HVACs when you have the machines distributed.

Why don't you need distributed HVAC? A gaming desktop can use a kilowatt of power, which is what a small space heater might put out. It often will make the room uncomfortably hot. (Anecdotally, this is part of why I switched to Geforce Now, myself. My apartment got incredibly uncomfortable from the heat. It's an older unit with no air conditioning.)

In data centers, sometimes (not always, and perhaps not often?) the heat can be more efficiently handled through central heat exchangers, more efficient commercial HVACs, etc.

Re: Why Cities: Skylines 2 performs poorly

#546

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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.

I have a 1660Ti. I get 40+ fps on 1080p. It's functional. Now, whether it is really any better than the previous generation is the more relevant question in my opinion. There are a few things improved, and a whole lot missing. The performance issues are only a small fragment of the game's issues.

Re: Why Cities: Skylines 2 performs poorly

#547
post #389
post #383

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[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.

> rather that there is a management dysfunction around priorities and resources

That’s never only a management dysfunction. You also need a large group lacking either common sense or a backbone (ask me how I know).

Re: Why Cities: Skylines 2 performs poorly

#548
post #440

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They have a large publisher (Paradox Interactive) who prescribes their schedules. They also made bet bookings from Cities: Skylines that put them quite evidently in AAA. Finally, they release the games for all major platforms. All together, this describes a AAA game developer. In contrast, an AA developer would work with publishers like Annapurna Interactive, Devolver Digital or Team 17, while a III game would have a…

I think going by eg https://www.gameopedia.com/indie-aaa-aa-games-comparison/ they are "AA".

That’s a very good resource, nice find! I think we can agree CO is between AA and AAA. I think it leans much more on the AAA side from my industry experience, but arguments could be made that it’s not all the way there and that therefore it’s AA. But this is a bit semantic. They make AAA money and have AAA standards and marketing. And that’s a bit unusual for 40 people, of which 10 are probably admin and 30 are dev.

Re: Why Cities: Skylines 2 performs poorly

#549

Earlier 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.

No, friend, poly counts are rarely a raging fire these days. Not 10k poly counts. That was in the 90s.

Re: Why Cities: Skylines 2 performs poorly

#550

This is my favorite video using the poor rendering in the game to make cool art effects. Full disclosure there may be an artistic license and post processing but it’s hilarious you can get these visuals in a modern game. https://www.youtube.com/watch?v=FQ13OFmRF-4

Wrong video? I think that one is using Mirror's Edge Catalyst

Wrong video on my part.
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