Cities: Skylines II

Cities: Skylines II

View Stats:
Rafario Oct 25, 2023 @ 5:43pm
Tantalus Software Senior Programmer explained the performance issues
For those who don't know, Tantalus is the company that ported Cities Skylines (1) to the consoles. TLDR: Using unity HDRP pipeline was a mistake from CO, since it lacks scalability

https://twitter.com/BenSimsTech/status/1717018626346360874

I believe that only because Tantalus isn't involved with Cities Skylines anymore that their devs are now free to tell those things without fearing being involved in the PR storm of being 100% honest.
< >
Showing 1-6 of 6 comments
Peri Oct 25, 2023 @ 6:04pm 
Wow. So the same culture that created so many of the original Skylines' problems continued.

Simply amazing.
coderzero Oct 25, 2023 @ 6:45pm 
I was hoping they would move away from Unity for this one.
AgeOfBacon Oct 25, 2023 @ 6:53pm 
Originally posted by Peri:
Wow. So the same culture that created so many of the original Skylines' problems continued.

Simply amazing.
Look at how many fans are defending them here. Why would they change? They could litterally make a game that looks like a 1995's Theme Park, running at 12FPS, and the fans would still defend them.
KasparL Oct 25, 2023 @ 6:55pm 
Originally posted by coderzero:
I was hoping they would move away from Unity for this one.

its seems unity is generally bad for games with lots of assets on the screen
banzaimonkey Oct 25, 2023 @ 7:08pm 
Originally posted by coderzero:
I was hoping they would move away from Unity for this one.

Likewise. I'd read somewhere that they were moving to Unreal for CS2 but I guess that was just a disappointingly incorrect rumor.
Xiyng Oct 25, 2023 @ 7:19pm 
Originally posted by coderzero:
I was hoping they would move away from Unity for this one.
Me too, but judging by their Reddit AMA, it was actually a really good call for the simulation part, which was the main performance problem in the first game. Apparently the alternatives didn't just offer anything nearly as good. Clearly Unity and rendering are a challenging combo though...

Generally speaking, Unreal would have been an obvious alternative, but I'm not sure how well it would have supported modding. My impression is that C# is great for modding and C++ not as much.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Oct 25, 2023 @ 5:43pm
Posts: 6