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翻訳の問題を報告
Maybe if there is a Cities: Skylines 2 will get that. But it won't happen in this version, almost certainly.
I don't know what you mean by lag. It could be many things. usually workshop related.
FPS drops to 30ish FPS zoomed-in, once your city grows a bit and stays there. It seems triggered to save resources for other important task, like controlling 80,000 other things in the game at once.
But it only uses cores as needed. So small cities will only use a couple cores, as that is all that is needed.
I clearly interpreted what he was asking in a different way. I assumed he meant multi-threaded pathfinding and the like since they all run in a single thread each, which makes single-core performance king instead of having a Ryzen with 12 cores/24 threads but slower IPC.
you need to learn how threads and cores means then.
8 threads doesn't mean 8 cores if you have hyperthreading. And no it does not. i got a 6 core 8700k and i get low 30 fps when zooming in with hardly any more than 20% cpu usage and hardly anything from gpu.
If anything, the game uses 2 cores to my experience.
I understand how threading works, they are simply a task running. 8 tasks may not use 8-cores separately all times, as all 8 threads can share 1 core without issues. Only when the load become greater that its capacity does it use other cores. Look at Window's own task manager and you'll see thousands of threads being used by Windows itself. Mine reports ~2400 at boot.
And yes, hyperthreading counts as core. It is a helper core with limited abilities, but it can help up to around 20% performance boost on certain programs. This one benefits greatly from hyper threading.
Your problem likely lies with you only having a puny city, so it doesn't need to use more than 2 cores to process the tiny amount of traffic.
Try this 655k city (no workshop nor DLC are needed) and see how well it does on your system.
https://steamcommunity.com/sharedfiles/filedetails/?id=723204559
Now, reboot your machine and go into the BIOS and disable hyperthreading and see your system taxed at 100%. Make sure to monitor the time it takes for a day to expire on both runs, and the second one will be slower as it has maxed out all 6-cores.
I will take on that challenge! Cause then i will slap a TIL if it actually uses all 6 cores on my 8700k with HT disabled! Maybe even boost the fps in satisfactory as it's only dualcore atm for easier troubleshooting and bugfixing in the start xD
Today I Learned
TMYN
I tested various setups and mod sets, the mods are not the performance problem. The number of vehicles on the streets are. If a mod adds vehicles, then that is causing the performance drop. GPU is irrelevant. However, if the core game only gives you 20 to 25 fps, and the mod setup takes another 3 to 5 fps, your eyes won't enjoy playing. Stuttering just gives you headache. That is the reason why I have stopped playing this awesome game.
I have no insight why the vehicles are such a problem but it appears to me as if they recalculate every single vehicle position with every fps. Maybe, they even do the whole path finding every time. I wonder if it could be a solution to use a probabilistic approach for vehicle positions outside the field of view, so that vehicles are grouped and generalized in outer grids but positions are not calculated since they are not visible anyways. Another idea that maybe even a mod could add is to limit the path finding dynamically in such a way that the complete path is only considered every few frames or so and during the remaining calculations, the cars only follow the existing path or find the next turn. These ideas are all based on speculations.
Multi core is possible, I’ve seen it implemented on the Ogre engine on a game that only supported 1 core at first. As for unity, I’ve only a little experience with that engine myself, so couldn’t comment on adapting the current game.