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Don’t forget the accessories. I suppose you already have the touch pad. You better get the black versions. A shame the computer doesn’t come in space grey, but I suppose they weren’t willing to also make a space grey option for the monitor that people would need to match…
Hi Mok! Thank you for your comment. It's good to get more input and confirmation that City Skylines runs on the M1 Max chips.
If you have any extra details, I would love to hear them. But no obligation. It enough to know that it's working for others. Thank you again!
Yes! I already have an Apple Keyboard and Magic Trackpad. They're both white with silver frames, so they won't match. But I'm also considering a VESA mount for the Studio Monitor, which would be an even bigger blot on the Apple aesthetic. But thanks to the pandemic, no one outside of this thread will know. :)
I will take another look into the speeds of a 4TB SSD configuration, as I'm curious about the possible speed differential. Pretty sure it's a bit too pricey to justify, but the thought of consolidating everything (except backups) onto one super speedy drive is tempting.
Thank you again for all of the great and thoughtful input! It is very much appreciated. And I've enjoyed the Apple shop talk! Cheers!
lol. Thanks for the heads up. I don't know how that happened. Probably dumb thumbs, or possibly hopped up on goofballs. :)
Thank you very much for the reply! Glad to hear that it's not only playable but also runs better on your M1 Mac than previous computers. I really appreciate the feedback.
I think we've reached (or are close to reaching) a consensus that City Skylines does in fact run decently or well on M1 Macs. Hooray!
For a quick side by side comparison:
———————————————
Intellection (running a MacBook Pro with a M1 Pro and 32 GB of RAM) with a city population of 187K, a modest collection of workshop mods and assets. All graphics settings at max levels:
• a load time of 48 seconds
• FPS between 17 to 36 FPS, depending on zoom level.
———————————————
My current machine (Hackintosh i7-4770k 3.49 GHz, Radeon RX 580 8GB, 16 GB RAM), a city population 190,000, running at 1920x1080, with most graphics settings at high (except shadows):
• Load time: 1:50, plus 23 seconds if you count the time to load the launcher
• Activity Monitor: 17 GB RAM (exceeding my 16 GB of physical memory)
• FPS: zoomed in: 13-17 FPS (mostly low to mid teens)
• FPS: zoomed out: 15-25 FSP (but mostly high teens) when running.
• Mid 20s to 30 FPS when zoomed far out and paused.
Same city as above, with 190,000 citizens, 1920x1080, all the graphics set to high and running a lot (~30?) of mods.
It's running consistently between 20-30 FPS, usually mid 20s, with a few dips into the high teens. This might not sound like a big difference compared to the numbers I gave above, but it feels dramatically faster and smoother than in the i7 Mac. I suspect FPS isn't the full story.
I can zoom and spin the camera around the map quickly and effortlessly, in the sky or at ground level. All of the people, cars, boats, etc. are moving quickly, fluidly, and have a high level of detail. This holds true even when zoomed in to crowded, high traffic areas. Also, it doesn't feel like it slows down when zooming in or out, which is also a significant difference.
With the i7 Mac, the camera felt slower and more sluggish - like it was flying into a turbulent, bumpy headwind, i.e. flying around was accompanied by random stuttering and momentary hitches/pauses. The animations for people, cars, etc. weren't consistently fast or smooth and sometimes stuttered. And the game would get especially slow and sluggish when zoomed into crowded, high traffic areas.
I haven't had much of a chance to play it yet. So I can't yet vouch for M1 compatibility with all the mods. I'll report back if there are any notable caveats, problems, etc. But so far, so good.
Two small notes:
1. when flying around in the vanilla game (before I enabled any mods) I was seeing occasional "flashes" (as if pedestrians were taking bright flash photos). Odd, but it didn't seem to impact gameplay. Also, the problem seemed to disappear after I enabled my mods. (No idea what mod might have stopped it)
2. The game seemed to soft crashed (paused and wouldn't resume) about 20 minutes into flying around. It happened right after I started fussing with the TMPE mod, which popped up notes about new features. It's possible there was a problem with the mod (e.g. a possible conflict with another mod) or the in-game notice (it may not have registered as being closed out?). I'll have to play the game for a while to get a sense whether random freezes are an issue or not.
That being said, so far I'm very pleased. While the nominal FPS numbers might not dazzle on paper, the apparent performance, speed, and look of the game are all excellent.
Two thumbs up!
Good to hear you are having great results!
Just imagine how good the game would run if we could convince CO to recompile it to run native ARM code instead of having to go through the Rosetta emulator.
Thank you! Silly as it might be, I'm still happy and relieved CS works well on the new machine.
I seem to recall reading that CO had started down the road of making an Apple Silicon port, but abandoned it. With any luck, a new and improved Cities Skylines sequel will be forthcoming *with* a version optimized for Apple Silicon. One can hope, anyway. They certainly have been taking their sweet time. :)
(What I'd really love are tools to create and experiment with more walkable cities, e.g. to add car free zones like walking malls, plazas/piazzas, and other features that are more common in Europe. But that's another thread for another time)
And thank you again for all of your many and helpful comments and input! It was and is greatly appreciated.
I was using a saved game by Grumpy-Smurf that I was helping to diagnose issues with his city. It was about 175k pop and about 2/3 to vehicle and pedestrian traffic limits.
On the mac studio, it was getting about 20fps-30 fps, and about 12-13 seconds per 24-hour day (10-seconds at x1 speed is default).
While my 8-core/32gb RAM, 1650 GPU 4GB vRAM, was getting about 35-40fps and running about 4-5 seconds per 24-hour day, (x2 speed is 6-seconds default)
I can't believe how horribly slow the Mac Studio was. It was almost 3 times slower simulation and almost half the FPS. It was completely unplayable for me. Just too slow for me.
Other games I tried weren't doing so well either. Hopefully the new MacOS can get more titles to work, as metal 3 is suppose to have the Vulkan API for MacOS. But for now, I don't see apple doing anything but catching up for the next few years. at least on the gaming front.
If you need a new gaming rig, then you may want to skip current gen Macs for a while. Stick with AMD/Intel for now. I mean, M1 still has 10-cores, and the game can only take advantage of 8, so it has plenty resources to run the simulation, but it is an ARM type processor (ultra low power) and doesn't have a proper CPU anymore, to run games. The game will need porting from top to bottom to be ported to metal, not to mention that Unity will need porting first.
On my old city with with 190,000 citizens, I have sustained averages of 34 FPS with peaks to 56 FPS. When flying close to the ground in dense areas the FPS monitor shows dips in the high 20s, but there's no noticeable difference in performance. You can fly around smoothly with no stuttering. (all in highest resolution and settings).
I achieved these higher FPS by installing:
1) Load Screen Mod Revisited, then using it to purge ~500* assets and conflicting mods. (Load Screen Mod Revisited creates an XML file with convenient hyperlinks directly to problematic or missing assets in the Workshop)
2) FPS Booster. You'll have to edit 1 line in a text file within the game itself. Takes all of 2 minutes.
3) Patch Loader Mod. This is required for FPS Booster to work.
* I didn't have to manually unsubscribe 500+ times. Most of my assets came in large packaged sets with an "unsubscribe from all" button.
Load Screen Mod Revisited will also link directly to missing assets, so you can add those in if you're trying to load an old map.
Note: if your old map still crashes after you've added all the missing assets, Load Screen Mod also has "safe mode" load options. Turn this on, quit everything, restart and reload. This caught a conflicting mod (realistic population) which was crashing an old map at start. I was able to turn off.
Cheers for your tips.
Are you still able to play this game on the Studio M1 since Plazas was launched - having major issues getting them working?
Thanks Mark
Yes, it's still working and running smoothly.
However, the new Plazas and Promenades DLC was a big upgrade that caused a lot of problems, initially. So you're not alone. It more or less borked the game for me, initially.
To get everything back up and working again, I uninstalled all of my mods and assets to make sure it would run in vanilla. That did the trick -- it ran.
I then checked the guides for which mods were compatible, incompatible and -- as was often the case -- which new mods replaced some of the old standby mods. It was all a bit of a fuss but it worked.
I was even able to get my old games up and running. That took a bit longer because I had some specialized assets that I needed to add back. But otherwise, all is fine.