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As for cores limitation. Recommended CPUs are all 8 cores with multithreading.
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
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!"
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.
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
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
P.P.S.
I find "City Skylines" much more fitting for the game.
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
...u bet, when cities is out, we will build like mad
Sending you a nice hot virtual coffee
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.
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."
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.