Cities: Skylines

Cities: Skylines

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Mr Auto Jun 29, 2016 @ 1:34pm
Cites Skylines load like 5-10 min
Month or two ago, everything was fine, when i run the game it was less then 1 min of loading the menu and 1-2 min of loading my city, now it's 5 min each, that gives me 10 min of waiting time, why?
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Showing 1-15 of 24 comments
Slye_Fox Jun 29, 2016 @ 1:36pm 
How many mods and assets you got?
Mr Auto Jun 29, 2016 @ 1:47pm 
none, and now i'm like WTF, because i try to run it like from 5 day and it always start so slow, but now i just want to check that i have some mods maybe and it starts normally, like less than 1 min Oo :doll:
Victorian Jun 29, 2016 @ 9:21pm 
ikr? (I know right?)
NoirMoutton Jun 30, 2016 @ 4:43am 
What are your computer specs? How large is your city? Have you subscribed to lots of assets?
Mr Auto Jun 30, 2016 @ 6:03am 
It's not about my spec or anything, i have only my assets (like 4-5 crossroads) the game have no problem to run and load map in 1-2 min but from some time (like i said 1 or 2 month) it's loading 10 min, don't know why, sometimes is ok, like yesterday when i run the game again and it's starts in 1 min or so, today after third try it started in 1 min
Phoenix C64 Jun 30, 2016 @ 7:02am 
Originally posted by Mr Auto:
It's not about my spec or anything,
if you come here for help and people asks you for information, you should give that information.

otherwise you didn't really come here for help but just to rant and troll

meanwhile try this:

1) go into steam library and run a integrity check on the game cache
2) check your harddrive for possible bad sectors. it it entirely possible that there are a couple of bad sectors and the game cache is on them.

MarkJohnson Jun 30, 2016 @ 9:01am 
I'm sure it's just a mod.

Launch game with -noWorkshop

http://steamcommunity.com/sharedfiles/filedetails/?id=466981085
Sonic Jun 30, 2016 @ 2:39pm 
It is NOT a technical or a hardware problem! Your loading time with much assets is normal.
Few assets - few minutes loding time - much assets, much loading time. It has NOTHING to do with mods or maps, ONLY the number of assets is critical.

If you use the "Launch Options Mod" you can see the long time for loading all the assets. It is a problem and a result of a bad programming. In other games it is not necessary, to load the content again and again. The contents are saved only once and the game engine can found the content via internal links.

This makes, for example, the very old MS Flight Simulator with its objects - many more objects than CS will ever be. And ... MS Flight Simulator has MANY animated objects with many MB/object storage space requirements.

There are only two solutions: use fewer assets or live with the long charging times. ;-)
Last edited by Sonic; Jun 30, 2016 @ 2:43pm
MarkJohnson Jun 30, 2016 @ 5:04pm 
Originally posted by Sonic:
It is NOT a technical or a hardware problem! Your loading time with much assets is normal.
Few assets - few minutes loding time - much assets, much loading time. It has NOTHING to do with mods or maps, ONLY the number of assets is critical.

If you use the "Launch Options Mod" you can see the long time for loading all the assets.

I think you mean the "loading screen mod"

http://steamcommunity.com/sharedfiles/filedetails/?id=667342976&searchtext=loading+screen+mod

It is a problem and a result of a bad programming. In other games it is not necessary, to load the content again and again. The contents are saved only once and the game engine can found the content via internal links.

It's not bad programming, it is good programming. It uses the online workshop for a database and then checks for mod/asset updates every time you start it up to make sure it is up to date. This is why it takes so long. It takes time to check for hundreds to thousands of items.

And yes, all games load mods/assets every time. If not, how could they get into the game?

This makes, for example, the very old MS Flight Simulator with its objects - many more objects than CS will ever be.

This game has tens of thousands more objects than flight simulator. I don't know where you get your information.

And ... MS Flight Simulator has MANY animated objects with many MB/object storage space requirements.

This game has many GB storage requirements and way more animated objects.

There are only two solutions: use fewer assets or live with the long charging times. ;-)

Or a third solution, just move the workshop items to offline folder and it won't check for updates and load much quicker. The downside is you won't know which mods/assets break with the next patch. But that is covered in the guide below.

Here's how.
http://steamcommunity.com/sharedfiles/filedetails/?id=674550890
Sonic Jun 30, 2016 @ 11:28pm 
@ rmjohnson144

1) I think you mean the "loading screen mod"

Yes, you are right.

2) It's not bad programming, it is good programming. It uses the online workshop for a database and then checks for mod/asset updates every time you start it up to make sure it is up to date. This is why it takes so long. It takes time to check for hundreds to thousands of items.

Here you are wrong. Checking the data base does not take long. Most of the time is consumed for the loading of assets. You can see it in the "loading screen mod".


3) Or a third solution, just move the workshop items to offline folder and it won't check for updates and load much quicker.

Here you are wrong. It does not matter in which folder the assets are, the loading time is the same. Which is also logically so, since it is always about the same amount of data.
If it would be like at the Flight Simulator - using only internal links instead of always reloading completely all assets - offline it goes of course much faster.

4) It uses the online workshop for a database and then checks for mod/asset updates every time you start it up to make sure it is up to date.

THIS is the biggest problem in the game - the automatic updates! Many players suffer from this procedure. If you have ONLY ONE erroneous update of an asset or mod it is enough to crash the game !

UPDATE FAILURES:

ONLINE: a faulty update overwrite the functionally asset or mod in the folder 255710 - the game crashes.

OFFLINE: a asset or mod update is downloaded into the folder 255710, does NOT overwrite an existing file BUT now you have 2(!) same items - the old into the game folder (mods, assets or maps) and the new into the folder 255710 - a game crash is the RESULT.


5) This game has tens of thousands more objects than flight simulator. I don't know where you get your information.

Here you are wrong. FS has many more objects - individual and game generated - worldwide as CS. And, this is MY information, I am working with the FS more than 10 years.


6) The 3rd solution IS NOT a solution.

You cannot have 2000 assets ore more ACTIVE! The author of this thread says explicite:
"Chose your asstes and mods in content manager". This does not imply that all assets are actively. Look at this discussion:

http://steamcommunity.com/app/255710/discussions/0/357286663688709240/


And at last, "just move the workshop items to offline folder" is not a new knowledge.

http://steamcommunity.com/app/255710/discussions/0/405692758725881442/
Sonic Jul 1, 2016 @ 12:24am 
@ rmjohnson144


The biggest problem of this game is the high RAM requirement. The reason is, that all static objects - assets - are loaded into the RAM. BUT, the installation of the game requires only about 6 GB.

In MS Flighsimulator the installation with many objects requires average 50 - 100GB of disc space. However, the simulator requires only about 4 GB(32bit) - 8 GB (into an 64bit system) RAM . Sure, it's still an old play architecture of 32 bit times. But therefore is the economical use of RAM.

This system is clearly better, only needed active elements such as vehicles to load active into the ram and discharge immediately when not using.

This is what I mean with bad games programming. Much space has today everyone but much RAM not. In addition, the CPU and the graphics card are not so overloaded, it comes to no overheating like in laptops.
Mr Auto Jul 1, 2016 @ 7:12am 
With -noWorkshop the game loads even longer
about dat mod: the loading stops at NorthPrefabs, what's that ?
verifying the local files says that's everything is ok and it didnt download anything

still, no one explain why the game itself loads so long, and stop with this milions of assets! right now i have only the loading screen mod from workshop and 5 crossroads that i have created myself (not from workshop)
Last edited by Mr Auto; Jul 1, 2016 @ 7:13am
simonmd Jul 1, 2016 @ 7:17am 
Very interesting discussion, can I claryfy something guys?

If I am subscribed to a ton of mods/assets, it will slow my loading time down even if they are not in use? In other words, are you saying simply having them listed in my contents is slowing down the loading time of a city because the game is checking them?

Or are we just talking about the mods/assets that are actually in use in the city being loaded?
Last edited by simonmd; Jul 1, 2016 @ 7:18am
Phoenix C64 Jul 1, 2016 @ 8:34am 
I had slowdown problems at one point that were caused by 250 savefiles

Removing them leaving only 10 solved the problem.

So it's entirely possible that having 2000 asset folders on your PC, even tho unused, can also slow down stuff.
MarkJohnson Jul 1, 2016 @ 9:21am 
Originally posted by Sonic:
2) Here you are wrong. Checking the data base does not take long. Most of the time is consumed for the loading of assets. You can see it in the "loading screen mod".


3) Here you are wrong. It does not matter in which folder the assets are, the loading time is the same. Which is also logically so, since it is always about the same amount of data.
If it would be like at the Flight Simulator - using only internal links instead of always reloading completely all assets - offline it goes of course much faster.

Yes, loading mods into a game takes time. The biggest amount of time is checking that each mod is up to date before checking the mod.

4) THIS is the biggest problem in the game - the automatic updates! Many players suffer from this procedure. If you have ONLY ONE erroneous update of an asset or mod it is enough to crash the game !

I disagree. The automatic update is suppose to load in the newest version to prevent the crash. Authors usually don't update their mods properly. This is why a lot of people just unsubscribe and then resubscribe to the same mod and it works.

5) Here you are wrong. FS has many more objects - individual and game generated - worldwide as CS. And, this is MY information, I am working with the FS more than 10 years.

There is no way an 10 year old 32-bit game is going to process more data than a this 64-bit up to date game. It just isn't going to happen. It just doesn't have the capabilities. The game is not even quite 10 years old, so not sure how you have more than 10 years experience with FSX?

6) The 3rd solution IS NOT a solution.

You cannot have 2000 assets ore more ACTIVE! The author of this thread says explicite:
"Chose your asstes and mods in content manager". This does not imply that all assets are actively. Look at this discussion:

http://steamcommunity.com/app/255710/discussions/0/357286663688709240/

You don't specify the message you want me to read.

This one, by the supposed author says:

Originally posted by balash:
Sonic- yes all assets are active 4000+ and 57 mods. Loading game is 29 min. Takes 22 GB ram. After loading, game runs perfectly.

I5, 24 GB Ram, GTX 960
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Date Posted: Jun 29, 2016 @ 1:34pm
Posts: 24