Cities: Skylines

Cities: Skylines

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Nanny Jul 9, 2015 @ 1:02pm
Optimize Mod/Asset Loading
If its possible, help reduce the amount of memory player assets take in-game as well as the amount of memory a mod takes.

There a a ton of good assets out there created by players that just can't be used because the game allows only a few assets before loading times implodes the game itself.

The current in-game building assets really suck (sorry, but its true for me and quite a few others) but in Vanilla, the game takes up maybe 3GB RAM.
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grapplehoeker (Banned) Jul 9, 2015 @ 1:44pm 
Originally posted by Nanny:
If its possible, help reduce the amount of memory player assets take in-game as well as the amount of memory a mod takes.
The game uses FBX format for it's assets, do you have a better suggestion for compressing the model data further and as for the models themselves what further limits on tri's do you suggest that CO set for modders to restrict their models to?
There a a ton of good assets out there created by players that just can't be used because the game allows only a few assets before loading times implodes the game itself.
How many is a 'few'? I'm able to use all 400 of my subscribed assets without any problem other than a little longer loading time. I never use that many and so only activate around 150-200 per city.
The current in-game building assets really suck (sorry, but its true for me and quite a few others) but in Vanilla, the game takes up maybe 3GB RAM.
Yes and what's the problem? If you don't like a particular default asset remove it and replace it with a custom one.
Last edited by grapplehoeker; Jul 9, 2015 @ 1:44pm
Nanny Jul 9, 2015 @ 2:49pm 
Replace a default asset? Enlighten me.
grapplehoeker (Banned) Jul 9, 2015 @ 3:36pm 
Originally posted by Nanny:
Replace a default asset? Enlighten me.
Wiith the use of the Control Building Level mod and the Eyedropper mod, you have almost complete control over the appearance at any particular level of a growable asset, be it the default assets or custom ones you have subscribed to in that you can not only fix them to remain at a particular level but also duplicate and plop them over and over, wherever you wish.
So... if you do not like a certain default asset, either customise it at a level that provides an appearance that's acceptable to you, or do the same with a custom asset. Then duplicate them and place them where you wish. This applies to growables or ploppables.
Last edited by grapplehoeker; Jul 9, 2015 @ 3:37pm
Nanny Jul 9, 2015 @ 5:02pm 
That does not equate to the replacement of a default asset. I still require the other assets in the storage disk.

Do you not understand what 'replacing default assets by removing them' mean? That phrase refers to the actual removal of the default asset files in the HD drive so that the game won't load them when it comes time to load a new/old game.

You failed to enlighten me.

And it is not necessarily about the compression. It's about how the game loads the assets.

I've actually recounted the number of building assets I have and it is close to 200 as well, including props. But loading times are still terrible and I can't imagine it to be any better on a computer with more RAM unless the processing unit is from the future.

I'll put this dilemma in terms of memory space on the hard drive and the amount of RAM used in comparison with SC:4 and C:S. But of course, keep in mind the differences from the time each were created.

SC:4 -> 5~6gb HDD with all mods/assets, takes up 4~5gb RAM

C:S-> 2~3gb HDD with al mods/assets, takes up 5~6.5gb RAM.

Perhaps that will clarify my original post.
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Date Posted: Jul 9, 2015 @ 1:02pm
Posts: 4