Cities: Skylines

Cities: Skylines

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Can we get multicore support?
The game is heavily bottlenecked on core support by only using 1-2 cores thus rendering the game even with a strong cpu lagging horribly..
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No. No we can't. There is simply no way a game this old is going to be altered enough to make it so things can run in in a multi-core capacity. Unity isn't even a good engine for multi-threaded, multi-core support in general.

Maybe if there is a Cities: Skylines 2 will get that. But it won't happen in this version, almost certainly.
The game uses up to 8-threads, so it will use up to 8-cores.

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.
MarkJohnson の投稿を引用:
The game uses up to 8-threads, so it will use up to 8-cores.

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.
最近の変更はDivianceが行いました; 2019年6月7日 18時28分
MarkJohnson の投稿を引用:
The game uses up to 8-threads, so it will use up to 8-cores.

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.

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.
最近の変更は⎛⎝Duckers McQuack⎠⎞が行いました; 2019年6月14日 1時55分
⎛⎝Duckers⎠⎞ の投稿を引用:
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.
MarkJohnson の投稿を引用:
⎛⎝Duckers⎠⎞ の投稿を引用:
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
Do I want to know what a TIL is?
MarkJohnson の投稿を引用:
Do I want to know what a TIL is?

Today I Learned

TMYN
Sophisticated multithreaded path finding would definitely still be possible, even with this crappy Unity engine. Will we get it? Probably not because they don't have enough people working on the project and they see more financial benefit in publishing unnecessary DLCs. And by unnecessary I mean that the content of the DLCs could almost be part of a mod as well. However, what a mod can't fix, is the performance, so mod developers face the same challenge how the can implement the mods with as little CPU demand as possible.

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.
Don’t be afraid to let your bios auto over clock your cpu (if it’s able) it won’t ever push it too far and helps with the problem games have of being very 1 or 2 core limited.

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.
最近の変更はSocks n' Sandalsが行いました; 2019年7月7日 5時25分
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投稿日: 2019年6月7日 16時24分
投稿数: 10