Cities: Skylines II

Cities: Skylines II

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Mack Oct 19, 2023 @ 9:51am
2
Confirmed: No DLSS, No UW Support, Sub 60fps Performance with 4090
Holy batman this game is so badly performing. I'm watching Biffa who has a 4090 and a high end CPU, and he's getting below 60FPS in places at 2560x1440p. And he wasn't even set to full ultra settings either.

He confirmed there is NO DLSS. He showed the "all resolution" and there was no 3440x1440 or 3840x1600 ultrawide resolutions.

This is in a city with 500 people, ie a starting city. I can only imagine how low it's going to get

This game is more intense on high end components than Cyberpunk.

What a disaster.
Last edited by Mack; Oct 19, 2023 @ 10:01am
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Showing 91-105 of 116 comments
_APA [~sudo] Oct 20, 2023 @ 4:37am 
Originally posted by .n:
Originally posted by vthemighty:
It's an attractive engine for entry-level devs. You don't know how to use a microprofiler, ram watch, or any of that.
you always assume someone dumber than you huh? i'm quite fluent in c++ and i know for a fact that it will always prevail over c# in term of performance...


Originally posted by .n:
Originally posted by APA.minds _REDUX:
are you a game developer? or Engine developer/engineer? Please stop saying things without backing it with a logic.
i'm an archviz, we tried unity for digital twin before, even without simulation it's runs so bad, literally no one now adays doesn't use unity for archviz no more, not when ue5 and twinmotion is a gold standard for realtime archviz.

So what you guys suggest? An Indie dev developing their own engine for City Simulator? You know they are no EA - They work with small team and deliver awesome stuff. Any engine will suffer with the game with that scale. Try UE.
Frodo Oct 20, 2023 @ 4:38am 
Originally posted by General T.Montana Tropic Thunder:
Originally posted by Frodo:
Since the console versions are delayed until spring 24, it doesnt sound like the devs are confident they will get it optimized until then. Since the consoles have fixed hardware they need the code optimized enough before they can release it on consoles.
So I don't expect this game running well on PC either until spring 24 at the earliest.

They worked years on the game to get to this point...
"What you see is what you get."

Optimization usually start in the end stage of development, when the game is mostly feature complete.
You see that in early access games. its like the last 2 months before 1.0 they start comming with optimization patches.
And CS2 is behind schedule but development budget is spent so they have to release before optimization is done. It will run better 6 months from now.
Dale Kent (Banned) Oct 20, 2023 @ 4:41am 
Originally posted by APA.minds _REDUX:
Originally posted by .n:
you always assume someone dumber than you huh? i'm quite fluent in c++ and i know for a fact that it will always prevail over c# in term of performance...


Originally posted by .n:
i'm an archviz, we tried unity for digital twin before, even without simulation it's runs so bad, literally no one now adays doesn't use unity for archviz no more, not when ue5 and twinmotion is a gold standard for realtime archviz.

So what you guys suggest? An Indie dev developing their own engine for City Simulator? You know they are no EA - They work with small team and deliver awesome stuff. Any engine will suffer with the game with that scale. Try UE.
Take a look at Highrise City. It's UE5. Has decent performance though I dont think it's simulation is as deep.

But personally I feel they were too ambitious on the simulation depth for the technology they chose. Unity is a decent engine if you keep within the limitations. Step outside that though and it'll hurt you. Like what's happening.
vthemighty Oct 20, 2023 @ 4:44am 
Originally posted by .n:
Originally posted by vthemighty:
It's an attractive engine for entry-level devs. You don't know how to use a microprofiler, ram watch, or any of that.
you always assume someone dumber than you huh? i'm quite fluent in c++ and i know for a fact that it will always prevail over c# in term of performance...
Then you would know, if you are a developer, that there are many more factors that come down to optimization before giving up and saying "Unity is bad" and assuming the issue can't be fixed.

So you're going to attempt to persuade me, and every other person with coding experience, by giving broad brush analogies. When you can't even give the specifics as to why Cities Skylines 2 is struggling in a way that compiler languages can't? Sure there are always ways to optimize a game like Rollercoaster Tycoon, but with scope creep like this, and rushed-games, it tends to not be the Engine that holds back these days, but rather the
aforementioned factors above

Those being, rushed game, scope/project creep, and optimization difficulties. Many games out there can run impressively tough simulations on Unity's engine, and with far more performance demanding power, in the case of Universe Sandbox 2 for example. So it really isn't a matter of Unity itself, most people won't notice the performance issues on most mid-level GPU/CPUs, although citizen models, and agents certainly will add to the CPU power, but you're talking about a long known heuristics issue when it comes to AI computation and optimization, and heuristics will take precedence over performance issues and weighting long before you get to the point where having a compiled language will be the brunt of your efforts when it comes to getting an actual achievable experience.

But please, enlighten me.
vthemighty Oct 20, 2023 @ 4:57am 
Originally posted by .n:
Originally posted by vthemighty:
Then you would know, if you are a developer, that there are many more factors that come down to optimization before giving up and saying "Unity is bad" and assuming the issue can't be fixed.

So you're going to attempt to persuade me, and every other person with coding experience, by giving broad brush analogies. When you can't even give the specifics as to why Cities Skylines 2 is struggling in a way that compiler languages can't? Sure there are always ways to optimize a game like Rollercoaster Tycoon, but with scope creep like this, and rushed-games, it tends to not be the Engine that holds back these days, but rather the
aforementioned factors above

Those being, rushed game, scope/project creep, and optimization difficulties. Many games out there can run impressively tough simulations on Unity's engine, and with far more performance demanding power, in the case of Universe Sandbox 2 for example. So it really isn't a matter of Unity itself, most people won't notice the performance issues on most mid-level GPU/CPUs, although citizen models, and agents certainly will add to the CPU power, but you're talking about a long known heuristics issue when it comes to AI computation and optimization, and heuristics will take precedence over performance issues and weighting long before you get to the point where having a compiled language will be the brunt of your efforts when it comes to getting an actual achievable experience.

But please, enlighten me.

CS1 is literally engine bottleneck, if they can't optimized that in years, there's no point talking CS2 performance...

i've better thing to do than gave seminar to some random, i'm sure you too, peace out.
Devs didn't even intend for people to play with more than 9 tiles, and seemed to have liberal brainrot when conceiving of their gameplay scope. Not saying they don't have problems now, but for perspective, they handicapped themselves with a lot more decisions than just engine ones.
Dale Kent (Banned) Oct 20, 2023 @ 5:00am 
Originally posted by .n:
Originally posted by APA.minds _REDUX:




So what you guys suggest? An Indie dev developing their own engine for City Simulator? You know they are no EA - They work with small team and deliver awesome stuff. Any engine will suffer with the game with that scale. Try UE.
D U H use UE, don't need a degree to figure that one out, even you managed to figure it our yourself.

UE has native integration with houdini and it's powerful modular generator, so you'll always has diversity with every building beside, it's UE which mean blueprint, so why are you suggesting an inhouse engine... clearly you're not familiar with UE, atleast install and run the matrix demo, than talking stuff you have no idea about.
Just to support, have you checked out UE5 city sample demo?
CaPY Oct 20, 2023 @ 5:21am 
Originally posted by APA.minds _REDUX:
Originally posted by .n:
You don't need to wait for technical review because unity is trash-tier engine,
doesn't matter if you've $5000 pc, it will run like shat just like cs1.
are you a game developer? or Engine developer/engineer? Please stop saying things without backing it with a logic.

Search on youtube guy who compared unity crap with custom code. Custom code ran like 100x faster.
RaIk0 Oct 20, 2023 @ 5:33am 
the biggest joke for me is that they say it is an nextgen game, but at the same time they use dx 11 :D:D
Last edited by RaIk0; Oct 20, 2023 @ 6:19am
vhenax Oct 20, 2023 @ 5:34am 
Originally posted by Baranoeda:
Why is 60 fps so important in a city building game? Can you explain?
why is A CITY BUILDING NOT running at 60 fps with a 4090 ? can you explain?
Frodo Oct 20, 2023 @ 5:36am 
Originally posted by vhenax:
Originally posted by Baranoeda:
Why is 60 fps so important in a city building game? Can you explain?
why is A CITY BUILDING NOT running at 60 fps with a 4090 ? can you explain?

Spaghetti code
vthemighty Oct 20, 2023 @ 5:44am 
If you need 60 fps to play a game, you're just looking for an excuse to waste more GPU power to speed up the climate crisis, or errmm.. Climate catastrophe. Crypto mining is already like 3% of the world's electricity. I say good for the devs for letting the game running at sub-optimal FPS rates. You'll live for a couple years, but 60 fps? Well you can afford to live a couple less years in 60 years from now and you'll be talking about how good that 60 fps was huh? When your porch is underwater, and when the Saharan winds bring a new wave of biblical africanized honeybee super locusts.
Samiri Oct 20, 2023 @ 5:44am 
Frodo Oct 20, 2023 @ 5:50am 
Originally posted by vthemighty:
If you need 60 fps to play a game, you're just looking for an excuse to waste more GPU power to speed up the climate crisis, or errmm.. Climate catastrophe. Crypto mining is already like 3% of the world's electricity. I say good for the devs for letting the game running at sub-optimal FPS rates. You'll live for a couple years, but 60 fps? Well you can afford to live a couple less years in 60 years from now and you'll be talking about how good that 60 fps was huh? When your porch is underwater, and when the Saharan winds bring a new wave of biblical africanized honeybee super locusts.

You dont get it. This game will make your card use more power. A 4090 running at 99% capacity trying to get this game humping along still dipping below 30fps will use 300 watts +.

It will also make people invest in better more power hungry cards to be able to run it. So you got the whole thing backwards if you are conserned about power usage and the environment. You would want them to optimize the game to run better if that was the case.
Vaiseri Oct 20, 2023 @ 7:43am 
People who defend games releasing un-optimised are the problem with gaming, stop lowering your standards, this is 2023, games have been around for decades - The standards for a new game should be high, especially one that has had complete funding.
_APA [~sudo] Oct 20, 2023 @ 11:06am 
Originally posted by .n:
Originally posted by APA.minds _REDUX:




So what you guys suggest? An Indie dev developing their own engine for City Simulator? You know they are no EA - They work with small team and deliver awesome stuff. Any engine will suffer with the game with that scale. Try UE.
D U H use UE, don't need a degree to figure that one out, even you managed to figure it our yourself.
.
See that :) you don't need a degree to be condescending. passive aggressive BS. I am out...

FYI I do have a degree. have a good day.
Last edited by _APA [~sudo]; Oct 20, 2023 @ 11:08am
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Date Posted: Oct 19, 2023 @ 9:51am
Posts: 116