Cities: Skylines II

Cities: Skylines II

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N0P3 Oct 31, 2023 @ 6:20pm
CPU bottleneck at high pop cities
On my 360k pop city it takes now ~48min per ingame month on 3x speeds what is kinda ridiculous...
GPU is chilling on 35-40% and 13900K is running 100% on boost...

I wonder how much it will slow down with 500k+
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Showing 1-15 of 40 comments
MarkJohnson Oct 31, 2023 @ 6:24pm 
Sounds just like CS1 un til you master the balancing of the game. There seems a lot of micro-balancing within each RCI areas. It's a PITA.
Audevourahn Oct 31, 2023 @ 6:35pm 
I'm experiencing the same thing over 400k. 100% utilisation, and the time passes soooo slowly.
BuffySlayer Oct 31, 2023 @ 6:37pm 
im at 270k pop and same that CPU is now nearly 100% at all time
Paddy Oct 31, 2023 @ 6:40pm 
What CPU are you guys using? Anyone using a 5800x3d?
BuffySlayer Oct 31, 2023 @ 6:43pm 
i9 10900K now so slow at 270k pop ( GPU 3090 )
꧁꧂꧁꧂ Oct 31, 2023 @ 7:02pm 
13900K ? Sorry bro this game was made for next generation hardware you're only allowed 7fps
Quinnell Oct 31, 2023 @ 7:05pm 
Man, I'm only at 60k population and my game is crawling with an i7-9700k, RTX 3080. This is truly absurd. It's definitely a CPU optimization problem.
SirLANsalot Oct 31, 2023 @ 7:16pm 
You can set the CPU priority in settings > gameplay. Set it to Simulation, instead of Balanced. Or you can set it to FPS at the sacrifice of Sim speed. It can help (and has) in my games. If I want sim speed I drop my settings down and then set it to Sim speed, so I keep the FPS at/above 30 and the Sim speed isn't a snails speed. Still the CPU maxes at 100 but the sim speed at least keeps thing going for a little longer before molasses moves in.
SirLANsalot Oct 31, 2023 @ 7:28pm 
game is still CPU bottle necked anyways like CS1, its less-so then CS1 was that was heavily CPU bound, but at least you can exceed 200k pop before things "die".
Sacb0y Oct 31, 2023 @ 7:56pm 
Originally posted by MarkJohnson:
Sounds just like CS1 un til you master the balancing of the game. There seems a lot of micro-balancing within each RCI areas. It's a PITA.
Does CS1 even go that high even with mods? For me the game struggled even before 100k.
MarkJohnson Oct 31, 2023 @ 7:58pm 
Originally posted by Quinnell:
Man, I'm only at 60k population and my game is crawling with an i7-9700k, RTX 3080. This is truly absurd. It's definitely a CPU optimization problem.

That 9700 is only an 8-threaded CPU, this new game will use 16=threads easily. I don't have a 24 or 32 threaded cpu to test with. I may invest in one at x-mass.

Anyone else testing with Ryzen 7900X3D (24-threads) or 7950X3D (32-threads) or equivalent Ryzen x900x or x950x CPUs?
Sacb0y Oct 31, 2023 @ 8:08pm 
They said this game doesn't have any hard limits, perhaps there's ways to optimize your cities like in CS1? I know in CS1 people had to do some stuff to prevent things from just kind of capping out.
MarkJohnson Oct 31, 2023 @ 8:10pm 
Originally posted by Sacb0y:
Originally posted by MarkJohnson:
Sounds just like CS1 un til you master the balancing of the game. There seems a lot of micro-balancing within each RCI areas. It's a PITA.
Does CS1 even go that high even with mods? For me the game struggled even before 100k.

I got almost 500k pop in CS1 9-tiles with x2 speed working. I had to balance and rebalance the city to get there, and I still had room to grow if I squeezed in roads in lots of places.

But on first try, I was hitting the agent limit and maxing my cpu to 8-full cores at around 200k. But I did have 9 different cities on 9 different maps, trying to figure out the balance of the game. It took 3-months and 300 hours. LOL I used no mods to do this, as mods use more computer resources and mods additions always throw off the balance of the game and cause weird complaints and parts of districts dying off for no logic reason. So, I stay away from mods, at least until I understand pretty well.

Right now, I;m swamped and can't hardly play CS2. This Fall has been so busy as Computers are cheap again and everyone wants new ones or old ones are breaking from buying cheap used ones sold as new during covid. Maybe by x-mass I will catch up and be able to play a relaxing game of CS2. I don't even get weekends off.
Sacb0y Oct 31, 2023 @ 8:13pm 
Originally posted by MarkJohnson:
Originally posted by Sacb0y:
Does CS1 even go that high even with mods? For me the game struggled even before 100k.

I got almost 500k pop in CS1 9-tiles with x2 speed working. I had to balance and rebalance the city to get there, and I still had room to grow if I squeezed in roads in lots of places.

But on first try, I was hitting the agent limit and maxing my cpu to 8-full cores at around 200k. But I did have 9 different cities on 9 different maps, trying to figure out the balance of the game. It took 3-months and 300 hours. LOL I used no mods to do this, as mods use more computer resources and mods additions always throw off the balance of the game and cause weird complaints and parts of districts dying off for no logic reason. So, I stay away from mods, at least until I understand pretty well.

Right now, I;m swamped and can't hardly play CS2. This Fall has been so busy as Computers are cheap again and everyone wants new ones or old ones are breaking from buying cheap used ones sold as new during covid. Maybe by x-mass I will catch up and be able to play a relaxing game of CS2. I don't even get weekends off.
ooooh so thats how people do it, gnarly.
MarkJohnson Oct 31, 2023 @ 8:19pm 
Originally posted by Sacb0y:
They said this game doesn't have any hard limits, perhaps there's ways to optimize your cities like in CS1? I know in CS1 people had to do some stuff to prevent things from just kind of capping out.

I assumed the no hard limits were just the game auto-throttling the agents of the game. Kind of like it throttles population so it won't go over 1 million. It keeps letting you grow your city, but the population gets stifled around 600k to 700k without mods.

I remember getting to almost 500 k pop at 9-tiles. I then used an unlock to unlock the inner 25-tiles, then unsubscribed the mod, as it is only an unlock and no longer needed. then I got to 650k pop at over 16 tiles. so it only allowed me another 150k with 7 more tiles. That is about 20k of cims per full tile. which is about 50k per tile. I went from 16-tiles to almost 25 tiles full and couldn't break 700k. LOL, but it still let me keep building.
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Date Posted: Oct 31, 2023 @ 6:20pm
Posts: 40