Cities: Skylines II

Cities: Skylines II

View Stats:
Viking2121 Jun 20, 2024 @ 11:06pm
Lossless Scaling & Cities Skylines 2
So my system the game gets rather slow and not great performance wise after around 300 to 400k pop depending on the map and other things. On one of my crappy cities in the heart of it, I get 20fps, its sad....

I've had Lossless Scaling for years, used it once years ago, Seen a video on Youtube about it and the frame gen stuff they added to it, So I decided to boot it up and just check it out, what better game to try it out on than the worse performing game I own, Cities Skylines 2.

I I could not get it to work at first, but it will work if I make the game run in windowed and I enable Lossless scaling, I only have the frame generation enabled, so the game is still being "rendered" naively sorta with however the frame gen works.

The game is so much smoother with Lossless Scaling, like its actually insane, If you own Lossless Scaling, I would give it a try if you play this game, too bad I sold my GTX 1650 laptop, it struggled hard on this game.

The only issue I have and im too tired to mess with it right now is the scrolling around your city is slow, if I can figure that out, be a game changer, This does not fix simulation speed, thats still screwed after pop gets big enough, and well doesn't change how much CPU or GPU the game uses, Frame Gen kinda fakes frames, but I'll take it to make this game somewhat smooth.

CPU: 5900x
RAM: 64gb 3600mhz
GPU: 3090ti
Game is installed on a m.2 SSD.
< >
Showing 1-4 of 4 comments
mikelleh63 Jun 21, 2024 @ 4:21am 
Everyone hits a limit eventually. The game is too ambitious with the CIMs, and it kills performance. I love the way the CIMS dont all look the same in CS2, but this is clearly an issue. Consider CS1 generated about 20 CIMs that showed up all over your game.. CS2 randomly generates each CIM individually. Take this body style, add this face, a type of hair, and different clothing. That is why CPU and GPU are getting crushed. If you have a few hundred CIMs queued up for a bus, the whole game drags to a crawl. Why? The CPU is busy trying to find a faster path for everyone waiting to decide where to go. The GPU has to render all the different CIMS which crushes it. While it works, it makes sidewalk life look far superior to CS1, but when you reach the breaking point of your machine it is a performance killer.
Viking2121 Jun 21, 2024 @ 12:13pm 
Originally posted by mikelleh63:
Everyone hits a limit eventually. The game is too ambitious with the CIMs, and it kills performance. I love the way the CIMS dont all look the same in CS2, but this is clearly an issue. Consider CS1 generated about 20 CIMs that showed up all over your game.. CS2 randomly generates each CIM individually. Take this body style, add this face, a type of hair, and different clothing. That is why CPU and GPU are getting crushed. If you have a few hundred CIMs queued up for a bus, the whole game drags to a crawl. Why? The CPU is busy trying to find a faster path for everyone waiting to decide where to go. The GPU has to render all the different CIMS which crushes it. While it works, it makes sidewalk life look far superior to CS1, but when you reach the breaking point of your machine it is a performance killer.


Yeah I get that and understand that, was just saying Lossless Scaling with Frame Gen make the experience way better.
Baked Potato Dec 3, 2024 @ 12:03pm 
The devs should at least make an option to turn off that feature. While simulating every single individual like that is really cool, we don't have personal quantum computers just yet, lol
Sukha Dec 3, 2024 @ 3:47pm 
I never pay attention to any individual Cims whatsoever, I would much rather have Simcity4 style animations for all of the parks and places where Cim activity is expected.
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: Jun 20, 2024 @ 11:06pm
Posts: 4