Cities: Skylines

Cities: Skylines

5,922 ratings
FPS Booster
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339.086 KB
May 22, 2020 @ 6:38pm
Jul 21, 2023 @ 1:56pm
36 Change Notes ( view )

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FPS Booster

Description
Increases in-game frame rate, but... results may vary because there are many factors like CPU/GPU speed, RAM usage, current in-game scene complexity etc.

Disclaimer: you need good and efficient GPU cooling, because this mod may force your GPU run at full speed(laptops/notebooks) - FPS limiter included

Mini FPS Booster is not required. It won't make your game faster when FPS Booster is subscribed
FPS Booster includes all patches from Mini FPS Booster.


Compatibility:

How it works
Each frame, the game updates over 10,000 UI components, most of which don't need updating (thanks to @Egi for proving that!) - FPS Booster prevents the useless updates, which reduces CPU strain and makes the game run faster.

To achieve this, I rename the Update() and LateUpdate() method on the UIComponent base class so Unity Engine will not call them automatically from its update loop.

Patching of core game files is done before Mono runtime initializes Unity Engine.

All modifications to the game files and later mods(incompatible) are performed at runtime in-memory and they cannot be reverted while game is running, due to limitations of assembly loading.

Since everything is done at runtime, files don't have to be recompiled and remain unchanged, so there is no risk of file corruption and the mod can be unsubscribed at any time.

The mod implements few layers of protection against unexpected state, like game update or new DLC - at worst it will load an original(untouched) assemblies and disable itself.

All updates of modified types are performed by custom update loop. Instances of objects are collected in a few different ways depends on type of objects and updated in specific order to prevent rendering issues like lagging behind user input.

Incompatible mods
At a time of writing this page there was no single mod reported as incompatible.

Built-in Auto-patcher is responsible for scanning every single mod which game is trying to load to find incompatible instructions or constructs which needs to be patched. If something go wrong, patcher will load original file and then report to the user about that, along with information which mod may cause issues(not all incompatibilities can be spotted easily).

Eventual incompatibilities may result in UI problems:
  • lack of responsiveness,
  • issues with arranging UI elements,
  • missing UI elements,
  • issues with showing/hiding mod panes

IMPORTANT NOTES
Disabling FPS Booster without either unsubscribing or disabling Patch Loader will not disable processing of FPS Booster patches (limitation).

Enabled FPS Booster mod will be trying to subscribe Patch Loader mod automatically if not found.

--noWorkshop or --disableMods game commandline arguments are respected by Patch Loader, which means that patching will be skipped if Steam version of Patch Loader is installed/subscribed.

Known issues:
If you see An critical error occured while patching game! warning after starting the game and FPS Booster was working correctly before, you need to close the game and Steam client completely then start Steam and the game in that order.

If you run the game before Steam client (e.g. using game shortcut) Steam client will interrupt patching and FPS Booster won't work until you restart Steam.

Temporary solution: Always run Steam client first before you run the game.

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Missing font characters with font from Asian region (Chinese/Korean/Japan) or other font related issues?
Temporary solution: Disable Custom Font Manager in the mod options - it will fix the problem I'll try to find better solution.

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If you experience a bit longer savegame loading turn off Loading screen cooldown -> reduced fps affects loading speed because game divides loading process into actions per frame -> more FPS, more actions performed in the same timespan

Discord text chat [discord.gg](search for Krzychu124 channel)

[www.paypal.com]

Search tags: FPS Booster, FPS_Booster, FPSBooster, fps, boost, improve, frame-rate, framerate, low fps
Popular Discussions View All (41)
18
Oct 11, 2023 @ 9:03am
Critical Error always appears
3eongs5
26
Jan 5 @ 4:48pm
Error after opening the game on an m1 mac
Tankblaster
6
Nov 5 @ 6:13pm
Flickering
MeemuBoi
1,496 Comments
life is fragile Dec 7 @ 9:16pm 
update: it works
life is fragile Dec 7 @ 7:35pm 
my game gets like 20 fps when i make the graphics "okay", so i have to make my graphics ugly to get high fps. thank you so much for creating this, ill try using it.
VAPecummonster69 Dec 6 @ 2:35pm 
tava com 45 frames e agora fiquei com 120, mod mt foda
Thrash'em all Dec 3 @ 2:41am 
Somehow after upgrading from a i7-7700HQ to an i7-13700HX. Cities Skylines seems to run worse. Hopefully this mod will help with that because the GPU is doing literally nothing when I'm playing.
Lord Nov 16 @ 10:37am 
I had a feeling a comment like that would show up. lol

I'm done, I promise.
patrioticparadox Nov 16 @ 10:31am 
Bruh, you're the spam......
Lord Nov 16 @ 8:42am 
Wow, I really had to cut back on the verbosity. I guess this new 1000 character limit for Steam comments is to combat the idiot spammers. Thanks fools, you've made Steam Workshop worse for everyone. Ugh..
Lord Nov 16 @ 8:40am 
@Krzchu1245 Not two UIs, more like two modes of operation. It's a term commonly used in software development and I used it term a bit loosely, but the idea here is that you just need a way to toggle the optimizations on or off when needed.

If I understand what you said correctly (I may not be), you mentioned is that it'd break the developer UI design workflow in Unity Editor. Since performance is only crucial "in production" for users running the game, devs at that work stage would toggle UI optimizations off with a debug flag.

Your #3 reason that this can't be base game functionality is the strongest argument in my view, but I'm sure they could've dealt with this too. Or at least let users/mods toggle breaking optimizations off if needed.

It just sounds like they have a poor design they never optimized, and I'm complaining. No matter, the discussion is moot anyway, but since you did the work building this mod the least I can do is explain my wild complaints here. :)
Krzychu1245  [author] Nov 15 @ 8:31pm 
@Lord what do you mean by feature toggle? If you meant 2 separate versions of the UI, then that not how it works. It makes no sense - editor was used to create and modify UI, not just for displaying it as it was in game...
Lord Nov 15 @ 1:28pm 
@Krzchu1245 I believe this game went 10 years and they've been cashing out with DLC the whole time. I'm sure workarounds for development (like a simple feature toggle) and other issues could've been found. I think the "give a damn" factor just wasn't there.