Cities: Skylines II

Cities: Skylines II

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Ms. E Girl Sep 28, 2023 @ 5:48am
Is there a cpu cores limitation?
is there a limitation on amount of cores this game can use?
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Showing 1-15 of 18 comments
BlackViper Sep 28, 2023 @ 7:47am 
i wonder the same.. CS1 Runs like a hippo with no legs, asthma and 7 heart attacks on my RTX 3080Ti with i) 9900k.. im so into buying this one but if it runs as ♥♥♥♥ as the first game i will be refunding within an hour.. i get like 20-40 frames without even getting to the point where i can build hospitals.
RRhoads Sep 28, 2023 @ 9:19am 
Originally posted by BlackViper:
i wonder the same.. CS1 Runs like a hippo with no legs, asthma and 7 heart attacks on my RTX 3080Ti with i) 9900k.. im so into buying this one but if it runs as ♥♥♥♥ as the first game i will be refunding within an hour.. i get like 20-40 frames without even getting to the point where i can build hospitals.
If you have Xbox Game Pass, you can try it before making the purchase. It will be available on day one there.

As for cores limitation. Recommended CPUs are all 8 cores with multithreading.
Last edited by RRhoads; Sep 28, 2023 @ 9:26am
General T.Montana Tropic Thunder (Banned) Sep 28, 2023 @ 11:07am 
IMHO you will all be surprised when you realize that the game will again use 1.5 cores :steammocking:

2.5 cores if one is lucky, that already would be great and an improvement for a builder game.

Best are these posts where people make up that video screen recording would take up relevant system resources...

With a 4070ti the video capture load is an additional 2% on my system in 2K and
+4% in 4K here.

All the choppy game videos, utilizing/building up to 15 % of the map, are down to how the game runs in reality.

Nonetheless, I`m looking forward to this release bigly :steamhappy:
OldyButCrafty Sep 28, 2023 @ 1:17pm 
Originally posted by General T.Montana Tropic Thunder:
IMHO you will all be surprised when you realize that the game will again use 1.5
Oh Rats!
Originally posted by OLDYBUTCRAFTY:
Originally posted by General T.Montana Tropic Thunder:
IMHO you will all be surprised when you realize that the game will again use 1.5
Oh Rats!

Well...IMHO it is better to be pessimistic in view of the game's performance in reality. They will try their best till launch, but I think it's the biggest problem with this game.

For me it's the only problem with the game, I`m fine with all the rest.
They would have shown a fully built-up city by now if the game's performance would be good.

As long one does not see a fully built-up map, it's best to assume the worst.

Most likely it will be like in cs1 and most other builder games, the more you build and do, the worse it gets.

The counter is nice gameplay, features, functions and fun :)
Last edited by General T.Montana Tropic Thunder; Sep 28, 2023 @ 1:24pm
OldyButCrafty Sep 28, 2023 @ 4:18pm 
Yabut.......if I can't build a city North of 1,048,000 pop with at least a 4080 and i9 then it's totally useless to me.

Originally posted by General T.Montana Tropic Thunder:
Well...IMHO it is better to be pessimistic in view of the game's performance in reality. They will try their best till launch, but I think it's the biggest problem with this game.

For me it's the only problem with the game, I`m fine with all the rest.
They would have shown a fully built-up city by now if the game's performance would be good.

As long one does not see a fully built-up map, it's best to assume the worst.

Most likely it will be like in cs1 and most other builder games, the more you build and do, the worse it gets.

The counter is nice gameplay, features, functions and fun :)
Last edited by OldyButCrafty; Sep 28, 2023 @ 4:20pm
Originally posted by OLDYBUTCRAFTY:
Yabut.......if I can't build a city North of 1,048,000 pop with at least a 4080 and i9 then it's totally useless to me.

Originally posted by General T.Montana Tropic Thunder:
Well...IMHO it is better to be pessimistic in view of the game's performance in reality. They will try their best till launch, but I think it's the biggest problem with this game.

For me it's the only problem with the game, I`m fine with all the rest.
They would have shown a fully built-up city by now if the game's performance would be good.

As long one does not see a fully built-up map, it's best to assume the worst.

Most likely it will be like in cs1 and most other builder games, the more you build and do, the worse it gets.

The counter is nice gameplay, features, functions and fun :)

Yabut(t)™ !

My friend, I just got the longest nutbar out of the cupboard you could imagine :D
*Munch munch munch*

Well, famous phrases between gamers are "Numbers go up!" or "Max level everything!" :abitmtired:

Developing a sequel is always a challenge and people always get angry if their expectations do not get fulfilled.

Bad examples are Company of Heroes 3, Payday 3, Kerbal Space 2 and such - I rate them as 3/10 total screw-ups.

IMHO City Skylines will be a decent and nice game :)
I love games, I love builder games to the bone.
Does my heartbeat change if CS2 or TF3 come in a month or 2 years...No.

If I would think CS2 would be ueber awesome, then I would post like a cat nutcase about it.
IMHO the dev and player videos gave a good impression of how the game will be.

We both will like it, but I tell you...Imaginary I see the long faces of potato computer players as soon they fill their map with lots of stuff. :steammocking:

The devs will give everything to get more performance out of it, but lets be realistic...Its not the 10/10 performance brainiacs of the ms flight simulator 2020 working on the game.

I hope we both get our fix with CS2, I hope your dreams come true my friend :steamhappy:

P.S.
In 6 years there will be a cpu that will perform 100% faster on a single core than now, that will give everything a nice boost :steammocking:

P.P.S.
I find "City Skylines" much more fitting for the game.
Last edited by General T.Montana Tropic Thunder; Sep 28, 2023 @ 6:01pm
evanloohaklm Sep 28, 2023 @ 6:00pm 
Originally posted by General T.Montana Tropic Thunder:
P.S.
In 6 years there will be a cpu that will perform 100% faster on a single core than now, that will give everything a nice boost :steammocking:
Isn't Moore's law slowing down or something?
OldyButCrafty Sep 28, 2023 @ 6:36pm 
Originally posted by General T.Montana Tropic Thunder:
P.P.S.
I find "City Skylines" much more fitting for the game.
Yeah, as I recall Cities 1 ran terrible in a big city until the GTX 10 and i7 caught up to it. Cities 2 will likely predate the hardware again.
Last edited by OldyButCrafty; Sep 28, 2023 @ 6:36pm
Originally posted by OLDYBUTCRAFTY:
Originally posted by General T.Montana Tropic Thunder:
P.P.S.
I find "City Skylines" much more fitting for the game.
Yeah, as I recall Cities 1 ran terrible in a big city until the GTX 10 and i7 caught up to it. Cities 2 will likely predate the hardware again.

Yeah.
Having "normal" developers ( game development is art and requires a lot of skills ) working with middleware Unity on a game, is something different than the crazy 10/10 software tech guy, starting Factorio, writing his one engine and hiring a few more level 10/10 crazy guys which are experts in everything optimization and eat computer chips for breakfast.

The downside with Unity is performance, but the big upside is creativity, user-friendliness, compability and such.
Things get "better" over time, but its still down to everyones skills, philosophy, time, budget etc.

I worked with 100 people on the best rated fps "Crysis" and afterward worked with 100 people on the worst game ever at a different company, I've seen both sides of the medal.
I worked together with the (now) tech director of Unity long time ago.
Left the games business and then did something totally different, now I`m just a gamer.

Will play Starfield now :steamhappy:
...u bet, when cities is out, we will build like mad :steammocking:

Sending you a nice hot virtual coffee :smuganime:
Dale Kent (Banned) Sep 29, 2023 @ 5:20am 
Sorry to be the bearer of bad news, but Unity API is still not multi thread safe, and therefore all calls to the Unity API MUST be in a single thread. This means all the UI, audio, input, and whatever other parts of Unity the game utilises will be fighting for CPU cycles.

But, the game code itself doesn't need to be on the same thread. It can be fully multi-threaded. As long as every call to Unity API is run on a single thread.

Ergo: Cities Skylines will lag like hell, like ALL Unity games do.
themightyswe Sep 29, 2023 @ 5:29am 
Originally posted by Dale Kent:
Sorry to be the bearer of bad news, but Unity API is still not multi thread safe, and therefore all calls to the Unity API MUST be in a single thread. This means all the UI, audio, input, and whatever other parts of Unity the game utilises will be fighting for CPU cycles.

But, the game code itself doesn't need to be on the same thread. It can be fully multi-threaded. As long as every call to Unity API is run on a single thread.

Ergo: Cities Skylines will lag like hell, like ALL Unity games do.

The simulation is multithreaded and runs on multiple cores.
themightyswe Sep 29, 2023 @ 6:18am 
Originally posted by Mazza:
I'f you knew anything about Unity and its so called "Multithreading" you wouldn't be so quick to comment.

The engine still utilises a single main thread that all other threads read and write into.
There is a reason why people were asking if the game would be on a new engine because Unity is made for basic mobile games and for devs that want a quick buck.

Have a read up and play around with the SDK and downlaod the free version and have a play around and you will quickly see that after 500 calls the engine starts to hang.

Add in all the calls that a city building game makes and you will quickly realise that getting 60+fps on a current gen flagship CPU and GPU will be needed to brute force the processing !!!

EDIT : and here for those too lazy to fiddle around with the engine themselves. The main game thread creates other threads to run calls and tasks on these threads run parallel to the main thread and eventually tie back into the primary thread .... aka not real multithreading.

Also this approach only works with about a few dozen threads/calls and after a certain time the primary thread starts to hang. A workaround would be to terminate certain tasks/calls and have them restart again with a fresh call. This will add to the loading of data from the games directory into system ram etc.

i.e. see all those cars and people in the game ? They will disappear and the thread that was responsible for whatever they were doing will get terminated and restarted on the fly to try and alleviate the primary thread from hanging. The game will save and reload the data because unity cant handle more than a couple dozen calls or so at a time. Hence why recommended system is so high to brute force the processing and give people a decent experience.

Be prepared for loading screen and game thread optimisation mods once the game releases.

I am just repeating what the devs said, I have used Unity to fiddle around myself in the C# Job System and yes a lot of the game most likely run on the main thread, but the simulation is in fact multithreaded as I said.

From Paradox:

"Pathfinding calculations are more numerous and more in-depth than in Cities: Skylines," the blog explains, "However, the calculations are more efficient, resulting in higher performance across the board as the pathfinding and simulation among other calculations take advantage of all the available processing power of the multicore CPUs."
Dale Kent (Banned) Sep 29, 2023 @ 4:14pm 
Originally posted by themightyswe:
Originally posted by Dale Kent:
Sorry to be the bearer of bad news, but Unity API is still not multi thread safe, and therefore all calls to the Unity API MUST be in a single thread. This means all the UI, audio, input, and whatever other parts of Unity the game utilises will be fighting for CPU cycles.

But, the game code itself doesn't need to be on the same thread. It can be fully multi-threaded. As long as every call to Unity API is run on a single thread.

Ergo: Cities Skylines will lag like hell, like ALL Unity games do.

The simulation is multithreaded and runs on multiple cores.

That's exactly what I said mate. The game code can be multi-threaded, ergo run on multiple cores. :)

However the issue will be in updating the screen. Sure, fantastic if the all the simulation code runs at a billion cycles a second, but that's pointless if the updating of gameObjects on screen (a Unity API call) is bottle-necked at 100,000 per cycle. Which means, as your city gets bigger, more people and cars on the streets, more updates of objects on screen, more lag.
Last edited by Dale Kent; Sep 29, 2023 @ 7:36pm
themightyswe Sep 29, 2023 @ 10:26pm 
Originally posted by Dale Kent:
Originally posted by themightyswe:

The simulation is multithreaded and runs on multiple cores.

That's exactly what I said mate. The game code can be multi-threaded, ergo run on multiple cores. :)

However the issue will be in updating the screen. Sure, fantastic if the all the simulation code runs at a billion cycles a second, but that's pointless if the updating of gameObjects on screen (a Unity API call) is bottle-necked at 100,000 per cycle. Which means, as your city gets bigger, more people and cars on the streets, more updates of objects on screen, more lag.

I know, but it is very seldom you have 100.000 gameObjects in your field of view. You so a collision detection between the gameObjects and the camera view to see if the gameObject needs rendering or not.
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Date Posted: Sep 28, 2023 @ 5:48am
Posts: 18