Cities Skylines 2 runs with 20fps on an Nvidia RTX4090
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As the late Henry Petroski said: "The most amazing achievement of the computer software industry is its continuing cancellation of the steady and staggering gains made by the computer hardware industry."
(Intel vs Microsoft CEOs)
https://en.m.wikipedia.org/wiki/Andy_and_Bill%27s_law
Henry Petroski probably said it first though
The editors I use support unicode and use UTF-8, but if they didn't I'd hardly notice.
1. Write a piece of content in ASCII.
2. ???
3. Fuck everyone that doesn't use the Latin ASCII character set.
Not sure what you put in number two in your mind, but I'd be interested to see it.
It's a point of personal pride for me to really understand what the machine is and what it's doing. Programming this way is working with the machine rather than trying to beat it into submission like you do with high level languages.
It seems a lot of programmers just see the CPU as a black box, if they even think about it at all. I don't expect more than a couple percent of programmers would truly grok the modern x86 architecture, but if you stop to consider how the CPU actually executes your code, you might make better decisions.
In the same vein, very high level languages are a big part of the problem. It's so far abstracted from the hardware that you can't reason about how it will actually behave on any real machine. And then you also have an invisible iceberg of layer upon layer upon layer of abstraction and indirection and unknowable, unreadable code that there's no reasonable way to know that your line of code does what you think and nothing else.
Modern software practices are bad and we should all throw away our computers and go back to the 8086. Just throw away the entire field of programming and start again.
Problem isn't high level dev, it's companies skimping out on the optimisation process.
Things are slow because we prefer ease of development for these extraordinarily large and complex projects we call video games.
I think the smart thing really is to work it all out at a high level and then target the slow, considered and expensive fixes to where they're really needed.
I'm not excusing obviously lazy development though, but I do think we need to remember how crazy the scope of newer games can be. Imagine showing MSFS2020 to someone from 10-15 years ago; much of the earth scanned in and available for you to fly over, of course there are perf hiccups.
BUT.... the online game community is so insufferable and this Cities Skylines II launch is a great example of it. The game is not about 4k 120 fps gameplay. It is a simulation game that runs fairly well even on last gen's hardware if you drop SOME of the fidelity settings. But that's not the predominant discourse. If people can't play it at 4k out of the box on their overpriced 4090 then they take straight to the internet to complain (and mind you they have tried fiddling with exactly 0 knobs to make it runnable).
I am by no means making excuses for game makers who certainly share much of the blame for creating an environment of distrust among game fans. But the online discourse is just rage baiting and looking for anything to hate with minimal evidence or sometimes even outright lies. Makes me want to go into a cave and play my games without seeing any content or discussion about it.
The top comment contains this extract from an IGN review:
> I have a 13900k, 64GB of RAM, and a RTX 4090, playing on a 1440p ultrawide monitor. I got 35fps at the main menu and in game on a brand new map w/o building a single thing. Turning off motion blur and depth field increased this from 35 to 50fps. Not a single other graphics setting changed the performance at all. I turned off every single setting I could or set it to the lowest possible, and still only got 50fps.
I take issue with "only got 50fps". This is not Counter Strike or a game that demands 300fps. 50fps (if your 1% lows are within reason) is completely playable.
>I take issue with "only got 50fps". This is not Counter Strike or a game that demands 300fps. 50fps (if your 1% lows are within reason) is completely playable.
You're complaining about people complaining. If you're satisfied with the game being playable then play it, but others may have different expectations of quality, and it's not wrong for them to voice their opinion when the product they paid money for doesn't meet them. I personally don't remember participating in a congress of gamers where everyone agreed not to complain about a game unless it was practically unplayable.
I'm all for voicing opinions in a civic and calm manner. Most people online voicing their opinions come off as know-it-all teens or children throwing tantrums. It's as-if they have a _right_ to a CS2 with 120fps. Paradox warned about bad performance prior to launch (https://forum.paradoxplaza.com/forum/threads/updates-on-modd...). Nobody claimed or said performance was gonna be great. And still, people act surprised.
It's no surprise that the reviews was down at close to 30% a couple of hours into the release and today at 52%. Why is there such a massive bias towards large reviews at the first hours? Because many gamers loves thrashing about. It's much more important than taking a step down and calming down.
Yeah. But in case of CS2, gamers did buy the leaking car. Devs analogously said "by the way, the fuel tank leaks" and people just went with "OK" and bought CS2, after which the customer started to complain (rave?!) about leaking fuel tanks. The car salesman retail store said "Well you can have all money back no questions asked until you've driven at least 160km". Steam has generous refunds. What does the customer do? (S)he still goes onto review sites and bitch about bad leaking fuel tanks. It is very much in bad faith on the customers part.
I wouldn't rush to Colossal Games defense if customers just said "It ran bad for me on my 4090 for some reason so I refunded". That's not what's going on with the negative reviews though. People act entitled.
Yes, it's entitlement. Customers are entitled to get a quality product in exchange for their money. When Paradox goes to spend their earnings they're not going to be throttled to do it at 45 cents per second.
I would argue a dealer telling you about a major defect directly before you buy the car is a bit different than a post on some forums that the product they're selling is not well made.
I would suggest it's not reasonable to expect that someone buying a game has to do research on a forum to know the game is unfinished -- if it's being sold as a finished game it's reasonable to expect it's in a playable state. the original post was meaning to say it would be unheard of for other products to allow companies to sell known unfinished products as finished products, even with the promise of completing the product. and consumers would similarly balk at such a proposal for virtually any other object.
it was more the absurdity of the different way games are treated which is anti-consumer.
It is playable, though. Now, if you wanted it to be a perfectly optimized, polished experience with no hitches even on older hardware: well, you get what you pay for, I suppose.
>it would be unheard of for other products to allow companies to sell known unfinished products as finished products, even with the promise of completing the product.
if "120fps" is your minimum requirement of "playable", then you probably care enough about performance to the point where you need to research every game you buy. Similar to how someone interested in road rallies or drag style street racing probably won't be satisfied even with perfectly driveable cars.
The kinds of people making these complaints are those "street racers", so to speak.
Quite frankly I'm tired of people speaking out of their ass when there are people who are actually fucking playing the game. Do you also postulate about the weather without looking out the window?
Besides which, if your program is somehow spinning at 30fps in a menu, I don't want your code running on my system.
In your opinion only, not one to be shared by all.
> Back in the day, most (all?) console games ran at 30 FPS
No they didn’t.
> I would love to see the people complaining about "only" 50 FPS try to wrap their brains around that one.
Well it helps that first of all, you’re wrong. Secondly, there is a SIGNIFICANT difference with CRT motion quality meaning it’s not at all comparable to frame rates on LCD/OLED today.
most/all 3d games did for gen 5 and 6, and most of 7 before engines can utilize that hardware. Ocarina of time ran at 15 fps IIRC. Crash Bandicoot ran at 30fps. Final Fantasy 7 fell back down to 15fps.
Once we got to the PS2 era stuff started being 30fps, with the truly exceptionally optimized games hitting 60. Final Fantasy X would get bumped to 30fps and Jak and Daxter: the precursor legacy would be 60fps but often have some spikes down to 30fps. From what I can find, The original Halo also targeted 30fps.
>Well it helps that first of all, you’re wrong
but you just said it was their opinion not shared by all. This is why people don't take the gaming community discourse seriously.
Because you can’t read?
any good developer would test these configurations on common hardware combinations (at least on the popular GPUs) before shipping. other than maybe the graphics preset, why are we expected to change all the dials just to start the game from the menu?
in the crossplatform era, PC has been treated as second class citizen with optimization. forza motorsport is also another example where even having above their minimum requirements give a slideshow on launch, despite lowering all settings.
expecting every gamer on PC to be tinkerers is just a myopic take that does not help with development priorities.
It’s an interesting thought that, given the perfect software, one might run Fallout 4 on a Radeon HD 5750 or Cities Skylines on a Pentium 4.
Still far from ideal but glad to see movement so quickly from the dev team and as has been mentioned the game is certainly playable albeit with some setting tweaks.
You would think a little more time would be put into reaching at least some reasonable performance level.
Unfortunately, negative publicity from bad performance doesn't really stop these games from selling well, as proven by most AAA releases in the past few years.
The studio already killed a series once with a bad second entry, cities in motion 2...
Oh yeah, everyone remember the Panama papers? Yeah seems the public have forgotten about them a long time ago. What was done about em? Humans only remember some things.
These two issues were glaringly, obviously wrong in core modules, and 100% reproducible.
Both were bad queries (static but parameterized). One resulted in an error from the DB server, and the other was a full join rather than filter by parameter (x=x vs x=:x), so spectacularly wrong results. Both were triggered by doing typical operations in our application.
Both issues had been in our code for many, many months, yet somehow the thousands of users we have across our several hundred customers somehow didn't report or experience these issues.
I fixed both issues in less than 15 minutes.
This isn't the first time. Sometimes I'm amazed how long such glaring issues manages to survive out in the wild amongst our customers.
Not saying they didn't know. Just saying that sometimes these things just happen.
But it doesn't look good on the $2000 cards. That's a big problem.
It runs fine but it is ugly. Still enjoying it for now, hoping they fix it before my cities get too big.
That's not fair. This is a new engine that they probably expect to support for maybe as long as 10 or 15 years. As a AAA publisher, Paradox doesn't get to stylize behind indie-style aesthetics and needs to keep up with where their peers are headed. It's not aiming to be prettier just for the heck of it, but because it needs to maintain a certain mark to keep the franchise relevant.
Knowing Paradox, more rich gameplay enhancements probably are on the update and DLC agenda, and we can assume that their designers really care about that kind of stuff. But for AAA publishers like them, there are also other factor that matter and that may need to take priority.
That said, what a f'd up and premature launch!
nor was it for Baldur's Gate. But studios are constantly seeking to try and expand their audience, so graphics are an inevitable first impression.
And of course, They need to show that this sequel is a deserved step up instead of staying in CS1. if it just looked like CS1 but with more plugins, that might not draw enough people away from 1.
That's not fair.
There is something taught to children about this idea..As someone that has played C:S 8 years ago and last year, I'll tell you, not really, at least, not from people like paradox.
And I have it overclocked, with CL30 RAM, running a medium galaxy. Thats kind of unacceptable.
They fix it some, then it regresses...
The custodians fix a bunch of bugs and performance issues... then the features/dlc team introduce new ones.
Yes the graphics need optimization, but they could have rolled out the release with good defaults and just admitted that high end graphics needed more time... but you can enjoy the game in the meantime! Instead, their steam reviews will remain marred.
You can see why the 99% of customers who have much less powerful hardware might consider the situation dire.
Then there are okay-looking city building games that pin the best GPU that exists at 100% usage at 1440.
A card that’s meant for playing AAA games at 4K Ultra.
Maybe a dev accidentally bundled a crypto miner they were running on company hardware after hours?
I don't even understand why it's not basically caching most of the rendered scene and then using it as a background to move traffic on it, and update it as the simulated Sun moves every 10 seconds or so.
Compared to something like God of War that is trying to turn off anything not in the currently loaded level chunk (which of itself has mostly static assets), a simulation game needs to spend its budget moving around assets all over it's scene, or at least prepare approximations for where and what an asset is doing once it comes back in view. This is why such a game tends to be more cpu intensive. But I wouldn't be surprised if the GPU is being used for compute in such a game.
----
With all that said: I haven't played but to answer your specific question it sounds like the game has a very heavy and/or suboptimal GI scheme. People here have said to turn off GI and volumetric and they get much better performance. That kind of dynamic lighting may be the main culprit for a game already taking up a lot of cpu/GPU budget from the above factors.
Sure, maybe they run some neural network on the GPU (for ... pathfinding? or what?), but it's highly unlikely. And again, empty map.
Yes, probably someone went rather overboard with GI and other shaders.
(My 1060 6GB is still above average on userbenchmark.com. That a 2016 card and has never been top of the line.)
I made it about Cyberpunk 2077, Crysis, and Doom 3.
I don't think that's accurate. There's tons of complaints and legit issues with performance for sure, but I don't think making up numbers (likely grossly exaggerated) is helpful.
https://www.reddit.com/r/CitiesSkylines/comments/17fsdx9/hav...
So it's safe to say the game ships with bad defaults and the performance could be better all around. But to say 99% of customers might consider the situation dire, to be completely honest, is fucking stupid and I'm disappointed to see it here.
It's definitely the biggest effect of the reddit migration. Many technical topics here still feel fine for the most part (if not slightly more political), but game topics on here feel like I'm back on r/games or r/gaming.
> it's not as dire for everyone as it's being made out to be
I don't have the game but your first point makes it sound rather dire, especially for a city-building game, does it not?
Post-launch, it's perfectly playable for a lot of people. Even on older cards. Performance is by no means good, but it's not a slideshow like everyone was worried it would be pre-release.
(fwiw I also tested this on a 2070. It wasn't great at 1440p but was performing just as well as my 4090 on 1080p)
I hate modern AAA PC gaming so much.
So PC ports are less efficient because they don't have such continuous, low latency access to memory and the best solution (cheapest?) is usually to just dump everything into VRAM and require more memory. It's frustrating when you can buy a game on a PS5 and it plays great but the PC port needs at least double the specs to run well.
I guess PC gaming was kind of always expensive on the high end but the low end is just disappearing entirely when devs aren't allowed to spend time optimizing at all.
Not sure why devs allow this, but with Battletech it was a known issue that was never fully resolved.
But no, lets use Unity...
Edit: I got former and latter mixed up.
That logo was the dumbest idea ever.
https://docs.unity3d.com/ScriptReference/PlayerSettings.Spla...
This selective limitation has probably had a significant negative effect on Unity's reputation.
It's also odd to call out Unity as the issue when talking about CS:2 and KSP2, when both of their predecessors also used Unity and run better.
If that isn't damning with faint praise, I don't know what is.
Unfortunately, I keep installing it every so often to see if anything has been fixed and nothing has been fixed. I've complete given up now. It was a waste of money and an even bigger waste of time.
I'm pretty sure it's not Unity's fault.
That's the neat part, I'm an actual game dev and I know you're never "given the time". I'm sure the talent here could and will fix many of these issues, but at the end of the day publishers want to ship something (especially in this economy).
Simulators, especially ones of this size, are usually much more CPU intensive than GPU intensive. So a lot of reviews are obsessive about how beefy their GPU card is, but I suspect a lot of people have "top-heavy" rigs.
I play a lot of simulator games. Most of them are not paragons of optimization (well, except maybe Factorio). But these are not action games so FPS is not really something I personally optimize for and I don't necessarily understand the importance of benchmarking it against, like, Cyberpunk.
I wouldn't be surprised if Paragon's optimization fix will be just to nerf the depth-of-field.
That being said most simulation games are usually memory-latency and memory-bandwidth limited, not compute limited.
Very much like using the Java stream parallel API in a webserver is doing wonders in dev, but not in production, as you have many other threads serving other requests also starved for CPU cores
Over the last 10 years, my favorite simulation games have been Factorio, Tropico (4 and 6), OpenTTD, and Two-point Hospital.
The Anno games are my all around favorite. 1404 is my favorite, but honestly 1800 is probably the best.
Banished spawned an entire genre unto itself even as it hasn't aged gracefully. These survival sims have a lot more "bite" to them. Try Planetbase for a more streamlined experience. Timberborn if you like physics. Also have heard good things about Farthest Frontier.
And then there's Frostpunk which is an all-around amazing experience. The theming and mood rivals any first-person cinematic shooter.
Reading the Wikipedia description[1] makes it sound like a slightly tarted up Settlers, not anything genre-defining. What have I missed?
Calling Banished a tarted up Settlers would be similar to calling Dark Souls a tarted up Zelda game.
I mean its only common enough that the headline grabbing feature of the markets undisputed largest GPU vendor is a feature literally designed to reduce its impact as a bottleneck.
A city sim could be made massively more performant using a data oriented architecture like Unity DOTS or any other ECS style engine
In many of these games, FPS is correlated with simulation speed. So when the fps starts to chug, the simulations starts going slower too.
If you don't adjust simulation rate you start seeing higher instances of objects phasing through each other, collisions not preserving energy correctly, pathfinding just fundamentally breaking.
Even in Minecraft, with its completely seperate server/client, the rendering can bog down TPS due to JVM pauses and other reasons I don't even understand.
I have a counterexample: there was a game called der Omnibussimulator, in which the simulation and rendering were 1:1 coupled.
Not to mention that this is on an empty map, so there's very little simulation even happening yet, and the big FPS gains come from turning down GPU effects like DoF and motion blur.
> Maybe your city runs slowly
If the simulation is running slow that has a much more detrimental on the quality of game play than jumping from 45 fps to 75 fps. Sure, it’s a simulation, but it’s primarily a game, not a weather model. And I say this as an early adopter of high hertz monitors and a frequent fps player. I absolutely need high frames and low input latency in a competitive PvP game, but in a strategy game, it’s much more important that the tick rate is fast enough that it’s interesting. A slow sim is boring, and it’s not just me, people complain about this all the time in (late game) Stellaris(another Paradox title).
I have an AMD Ryzen 9 3900X and NVIDIA GeForce RTX 3090, so not too bad, but also not the best.
And the game runs totally fine for me. I just reduced the screen resolution (I think 1920x1024 or so) and left the other settings as they were (I think all set to High). And I get very constant 45 FPS without hiccups. It feels very smooth and playable. Maybe it will get a bit worse when my city gets bigger, but so far, I don't see any problems.
This is even before the first patch, which was released today. This patch is supposed to optimize the performance more. I will try it later.
Note, this is with Linux. I run it on Linux with Proton 8. So maybe it actually runs better on Linux than on Windows?
No incentives to ship good quality games, especially looking at larger companies. Luckily there are still sincere reviewers that will give you heads up about it
I want to give shout-out to the studio behind Lies of P. Game was super well optimized since release and I can't recall a single bug during dozens of hours of gameplay. It's a bit sad that it went by without a lot of hype. This is the kind of game dev that should be praised.
“Hey, remember that game we made in 1995? Let’s update the graphics and rerelease it for the switch at full price!”
For those that don't play other Paradox published games... Newly launched Paradox games are early access. Maybe perpetual early access with on-and-off performance woes, like Stellaris and other Clausewitz games. As much as I like Paradox games, that and the endless DLC is the steep price you pay for their sim games.
It seems like a shame if the ultimate quality is limited by the hardware available now. Turn down the setting ‘till you hit 30fps (this isn’t a twitch shooter.
What you wish something would be priced is not the point. It is priced relative to its power.
I’m sure in a couple years more capable, cheaper cards will come out
Maybe they should wait and release their unoptimized game then.
games are data problems, like every other computer program. you must know your data before you can optimize how it is moved around efficiently. draw calls are a very good benchmark for this. as they optimize, it will go way down, if it hasn't already.
I still consider Simcity 4 with full mods and addons the best ever, but for some reason the industry doesn't seem to make similar titles any more, the newer city building games focus on details but gives up on scale.
https://old.reddit.com/r/CitiesSkylines/comments/17gxkrf/pat...
The actual site times out on my end; did it get hugged to death?
Disable Depth of Field.
> Fixed crash when car crashes into still hidden car with trailer
Incredible realism from this simulator. The app crashes when a car crashes!
> If you're having issues with performance, we recommend you reduce screen resolution to 1080p, disable Depth of Field and Volumetrics, and reduce Global Illumination while we work on solving the issues affecting performance.
I tried it and had no problems. Everything is smooth, no visual problems. I have a mid-tier Radeon from 3 years ago.
Yeah they fucked up the launch and it's unfortunate they're getting such negative press, but it's a city simulator it doesn't need 120FPS, what are we talking about?
If you want to just have fun and go build cities, there's a clear path for it
I would more compare it to "The air conditioner is broken, and the radio crashes. But it still gets me from home to work."
The stuff needs to be fixed, but the core purpose is absolutely met.
The core purpose of a city builder/simulator is to let you creatively build well-simulated non-buggy beautiful cities. You can absolutely do that. The fact that some volumetric effects are missing, or that you can't do it in 4K is absolutely a problem, and the devs should fix it.
But let's not pretend like this is the equivalent of going 10mph on the road without being able to shift gears, come on.
My card is below the recommended specs and its perfectly playable with a city of 50k.
One guy at Reddit noticed with the nvidia nsight that apparently the cims are drawn without regard to level of detail: https://www.reddit.com/r/CitiesSkylines/comments/17gfq13/the...
Vehicles are handled properly, though.
If the analysis is correct (among some other points risen regarding shadows), then it seem rather a big oversight with fortunately some easy fixes.
You'll be wise to ignore Redditors when they claim to be making some kind of breakthrough that eluded professional game developers over years of development.
In another comment there was a link to https://twitter.com/AtkosKhan/status/1717525097626349696?s=2... with a note that it can increase FPS by 100% by just removing cim rendering using the game's developer mode, so it *does* seem like cim rendering does have major impact in the game performance, if you have cims to begin with :).
edit: Curious coincidence though that there are LOD improvements in the C:S2 hotfix released yesterday: https://forum.paradoxplaza.com/forum/threads/patch-notes-for...
https://www.videogamer.com/news/cities-skylines-2-teeth-perf...
> “Citizen lifepath feature does not tie to citizen geometry and does not affect the performance figures of the characters. We know the characters require further work, as they are currently missing their LODs which affect some parts of performance. We are working on bringing these to the game along general LODs improvements across all game assets. Characters feature a lot of details that, while seemingly unnecessary now, will become relevant in the future of the project.“
So I guess sometimes these things can elude professional game developers over years of development.
So far the best info I've found is the spreadsheet attached to City Planner Play's benchmarking guide: https://www.youtube.com/watch?v=wyNiXYC9eoM
I thought they didn't want early reviewers to spoil the game, but this would naturally limit the complexity on screen.
For sure better coded games with proper software driver support will be needed, but I think this trend of having bigger and more power hungry GPUs needs to de-escalate.
I was reading this article about multi GPU gaming, and perhaps this is the way to go: https://www.xda-developers.com/what-happened-multi-gpu-gamin...
The problem is that modern GPUs don't support multiple GPUs lol
iirc the series 30 was the last to do it and only 3090 and ti
It creates more problems than it solves, because the performance issue isn't raw FLOPs now (it's stuff like memory bandwidth)
I’d love a no-judgment, no-blame post mortem on a game like that, which tries to dig into the technical reasons why it’s so poorly optimized and the non-technical reasons for how they get there.
I’d imagine it usually boils down to having a deadline and a budget, but I’m quite interested in understanding the in-between portion much more intimately.
They kept on adding visual features that work independently, making all their own API calls, one after another, got it looking good, and moved on. That's as opposed to creating a cohesive rendering pipeline that deduplicates effort and accomplishes the same.
On top of that, and most importantly, I doubt they allotted time to refactor and optimize, or... they allotted it after release.
If you thrash Unity's APIs hard enough, which in turn thrashes the underlying vulkan/DX level APIs, clever drivers aren't quite enough to keep the GPU loaded with useful work.
There's probably a long tail of other stuff they need to profile and tweak to get a better balance of performance to visual quality, like changing the precision of shader calculations, tuning level of detail, and so on.
The publisher announced it would have issues that would be fixed later a few weeks before release.
If so (!), I see no issue here, and on the contrary I applaud them for including options. It gives players more options (the person who doesn't mind aliasing can play at 1080p and get incredible lighting effects), and makes the game more future proof.
> I have a 13900k, 64GB of RAM, and a RTX 4090, playing on a 1440p ultrawide monitor. I got 35fps at the main menu and in game on a brand new map w/o building a single thing. Turning off motion blur and depth field increased this from 35 to 50fps. Not a single other graphics setting changed the performance at all. I turned off every single setting I could or set it to the lowest possible, and still only got 50fps.
How can a game even get to this point? Everyone in the development process must have noticed that it was running poorly. Even if all the developers had the most expensive consumer GPU available, they still would have seen poor performance.
Whats more, such simple postprocessing filters should not tank FPS so dramatically, even with a severe CPU bottleneck.
That alone is not just unoptimized, its a severe bug.
Well thats very subjective, as I usually can't stand TAA and like SMAA.
60 hz has always been the bare minimum any display supports, so if any game is picking something below that then something has gone horribly wrong. But really, games should be using the current desktop refresh rate as the default, because you know it's supported and makes things like alt+tabbing considerably faster even in exclusive fullscreen.
Reading Reddit and going down to 1080p mediumish with depth of field turned off and it's fine, 30fps. It's a very fun game!
I have absolutely no idea why they didn't turn the defaults down. It would have been a 5 min config change surely and the impressions of the game would have been vastly vastly better.
It does look terrible for me though, despite being fun. The shadows are terrible and there are loads of rendering glitches.
I'm also a bit concerned now my city is getting bigger at how poor the traffic wayfinding is. Seems to be as dumb as CS1 (with no mods) which is really bad, with the added nuisance that the traffic cycle seems to be basically 0 cars until rush hour then a massive flood of traffic.
It's actually quite ironic that all I really wanted from CS was faster performance in bigger cities (huge fail from CS2 here), better traffic simulation (jury is out but isn't looking great) and better road tools (this is what cs2 is great at).
They should never be so intense.
Some shaders unintentionally scale nonlinearly with resolution, and I'm thinking that may be the case here.
I don't really like DoF anyway :P
Isn't that just LOD, and is done regardless of whether dof is enabled or not?
What?!? No it doesn’t. It uses the depth buffer to progressively box blur or gaussian blur the frame post-render.
https://lettier.github.io/3d-game-shaders-for-beginners/dept...
Nowhere are they replacing models, replacing textures, or anything of the sort. I suspect the issue here is that box blur with a sampling of 3x3 is exponential performance hit at 4k vs 1080p. By a factor of 8x due to the extra sampling lookups.
It's usually a pretty obnoxious effect even in action games, the first thing to turn off if the option exists...
Motion blur looks like a movie. Without it it's just a slideshow no matter how quick.
Fast action doesn't turn into a shaky smeary mess, and there's no '24fps camera panning' judder as you look around
At 24fps motion blur in games or 3d movies is bad. But at 120fps or more motion will never look well without it.
Even in the 90s, the developers of 3D arcade racing games were well aware of this, ensuring that the original arcade versions of games like Ridge Racer, Daytona, and Sega Rally ran at 60fps, rather than sacrificing that smoothness to add more detail. And those games looked spectacularly good for their time.
The project manager said "Not high priority for launch", then closed the ticket.
The site none of us can read probably has more info about this being a RTX 4090 quirk. And it's not exactly surprising the dev team wasn't optimizing for RTX 4090, and the quirky reaction here would be justified if they were.
NVidia absolutely changes the assembly language rather dramatically between iterations. That's why the code is in NVidia PTX (or HLSL / Microsoft's DXIL, DirectX Intermediate Language), and then recompiled to actual GPU assembly each time you install a game or run the code on a different system.
Perhaps back in the very early accelerator days when everyone was making GPU-specific hacks of Quake 1 but even that was smoothed over by the transition to DirectX/OpenGL/GLiDE at the time
Two years later: "WE NEED TO RELEASE THIS TOMORROW. JUST MAKE IT BUILD AND SHIP IT!"
I play a lot of city builders and so long as the UI is still smooth I really don't notice any gameplay difference between 30fps and 60fps.
I put 8 hours into Frostpunk before realizing I was limited to 30FPS.
A bit unfair since most people aren't gaming at 4K (Steam hardware survey puts it at 3.29%), but still
Well-compensated people (like engineers) are more likely to own a 4K monitor and high-end GPU, so I meant to convey that there's probably a large overlap with the type of people who play city builders (like engineers), so they really should have accounted for that.
It was only after I bought my 4K 120Hz OLED that I found out how popular they are for sims, including pinball. It's been awesome.
But it's the fact that these figures are being seen with the most powerful consumer graphics card (on a brand new unpopulated game map) that's the problem.
Again, this is a simulation game. If I ask the game to spit out more detail and graphics than can be physically supported by today's technology, I guess I don't necessarily see this as a design fault.
Why enable those heavy, performance crippling post processing filters by default?
From what I can find in this comment section, and I guess this has to be taken with a grain of salt, performance doesn't scale. It seems we max out at 50fps on a beefy 13th gen Intel with the fastest GPU available, but then there's a couple comments with mid-range hardware where performance is nearly identical.
To be clear: I had to turn the quality down to much worse than I recall Cities Skylines 1 looking in order to get worse performance than Cities Skylines 1.
The major complaint here is not "I cannot max the settings on my mediocre hardware", but rather "I cannot mediocre the settings on my max hardware"; the performance is bad at any level, but my hardware, while not top-of-the-line, should be able to run a game like this at 4K playable, or at 1080p while looking awesome and running great. Instead, I get 1080p with a mix of medium/low settings in order to get it looking pretty okay in most aspects.
This assumes Cities Skylines 2 is using some next gen graphics technology when in practice it is a Unity game without any cutting edge graphics. Another comment mentioned they are doing 10k+ draw calls per frame - it's just poorly optimized.
As a city builder it has not just dynamic geometry (which makes graphics optimization more challenging) and lots going on on screen like DSP, but also a complex agent based simulation of a city, its transportation, its economy, and individual agent AIs. It is far more complex than most games despite not being graphically intensive. And do note that as far as cities builders go, it's also one of the most ambitious graphically. My personal opinion is they deserve some slack as long as the game continues to improve.
Yes, scalability towards the future is good -- but not at the detriment of player performance now.
If the player base doesn't stick around during our current dark-times medieval technology stack, there won't be a player base when we have whatever future tech makes it playable -- see the problem?
You're forgetting the increasing popularity of the Steam Deck where even 60 FPS is a luxury so game devs should definitely have that as a target.
The Steam hardware survey suggests otherwise to my eyes; it's often easy to forget working in tech that a lot of Steam customers have relatively shit hardware:
https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...
While they don't track monitor peak supported refresh, just looking at the rest of the results suggests to me high-refresh gaming (over 60FPS) is going to be relatively niche at best. Lots of PC gaming specs I take for-granted on my own builds or consider "average" are actually not that common.
I absolutely agree 60fps should be considered the floor for most modern PC games running on "reasonable" hardware though, 30fps belongs to the past.
Woahhh
I wouldn't read too much into these stats.
This is probably one of the best public sources of data we have on the topic of what hardware actual PC gamers are using.
30fps is fine for lots of games. Especially for stuff that doesn’t require super twitchy gameplay.
If somebody really cares about 60fps or 120fps, fine. But the developers have some effects they want to implement, and if some of them don’t fit into 8.3ms, let those of us who don’t mind 30fps enjoy them, right?
I remember easily getting frame rates far in excess of my monitor's top refresh rate back in 1999.
Undervolting also reportedly works really well in laptop nvidia chipsets, FYI.
But if that's with an empty map, it's an ominous sign for people who plan to build a city in this city building game, as rendering usually slows as polygon count increases.
And if it's with an $1800 GPU, its an ominous sign for the 99.3% of gamers who don't have an $1800 GPU.
And if that's at 1440p - well, I'd wager a lot of the folks with a $1800 GPU also have a 4k screen.
> I put 8 hours into Frostpunk before realizing I was limited to 30FPS.
Yes, and I have beaten games that rendered improperly at sub-30FPS as a kid, because the requirement was 16MB of VRAM, while my card only had 8. But that's just as irrelevant to the point being made.
The problem is that we're talking about the absolute highest end consumer card sold by nVidia rendering a blank map, without such a framerate lock in place. If it's not locked, then that framerate is the product of a performance bottleneck somewhere. With a modern gaming PC, "performance bottleneck" also means you're sitting next to a moderately powerful space heater.
Games get mocked for locking to 60hz, 30hz would get them laughed at outright.
In my experience 30 FPS is perfectly fine for a game like this, I'm not sure what do you mean about "scrolling" ?
It's the much more fast paced, mostly first person games that really need those 60+ FPS...
A top down city sim 'scrolls' up/down/left/right around a map, which is a movement that is strongly associated to screen tearing -- which i'm not really sure is a relevant thing to bring up given the variety of v-sync options available.
Even a game locked at 30fps that 'scrolls' often shouldn't experience significant tearing with the options out there.
Considering something like Simcity 2000/3000. Visual update is probably in single digits FPS most of the time, but the input cursor is very smooth.
Blur Busters explains:
Regardless, the problem is blown out of proportion. I think we can give it some weeks and 4090 performance issues will be in the past.
LOL. You just proved my point.
> I'm at 35fps on low setting
You can admit that you exaggerate.
But also, yes, even in a city builder low for is very annoying when you're used to the smoothness of 100+.
The only workaround I can think of that wouldn't also defeat the point of having VRR would be to add some in-engine low framerate compensation artifically boost the reported framerate to a multiple of the real framerate, but I have yet to see any games that actually do this.
4K 16:9 3840 x 2160 = 8.29 million pixels (1.00x)
1440p 21:9 3440 x 1440 = 4.95 million pixels (0.60x)
1440p 16:9 2560 x 1440 = 3.69 million pixels (0.44x)"My Ryzen 7 3700X and RTX 3080 were able to handle it okay on just shy of max settings"
It _seems_ okay around 1080, but then you realize there's almost nothing going on and it's only doing ~60FPS. It'll choke on anything remotely complex.
Quill18 had a live stream the day of release (Oct 19) and it seemed fine (2h10m in, after some Galactic Civilizations 4: Supernova) from what I saw:
* https://www.twitch.tv/videos/1954873419
Various other live stream days, as well as a separate Youtube series:
The big ones are paid cash, and before they stream they've already had a team working with them, covering what exactly they do or don't want shown and talked about - and if there are any technical problems, they've been worked out, which may even include special builds of the game.
The smaller ones are "partners" who get access to the game earlier than purchasers, zero-cost items for giveaways, and some access to game publisher staff - but only if they play by the (NDA'd) rules of the publisher, and those rules usually explicitly say "do not say anything negative about the game."
Before it was released, they told everyone that the game was not optimized graphically, and the minimum specs were already high. It was quite clear that there is still more work to be done to get it in a better state. So, not sure why you have this "cynical" take. This isn't something they are trying to deceive people with. I'm not even in the market to buy the game, and I know this.
This is made up drama.
It will just be lots of these things that need to be found and corrected.
lots of ways. It is very easy to do things which affect performance negatively.
Once you're sure about what you're doing and the data that you're drawing to the screen, then you can start optimizing things so that performance goes up.
Colossal chose to release when they did because they promised to release on that day. The game isn't done, and they've said this.
I had to set my resolution to 1080p in order to get anything remotely resembling performance (this change alone took main menu FPS from 5 to ~55), plus disabling motion blur, depth of field, and volumetrics, and turning model fidelity down. I've also heard that disabling vsync can make a huge difference, but it didn't affect things for me.
I don't want the UI to look horrible on my 27" 1440p monitor.
So if I have a budget PC, I should be content with running this game at Nintendo 64 resolution? Or I guess it's on me to fork over $1,000 for a high-end GPU if I want to run it at 2/3 the resolution of a midrange mobile phone, as you suggest.
A lot of games run poorly during most of the development process, performance and bugs get fixed in the last stages. But when the publisher forces a premature release this means the fixes have to be done in the months afterwards. See Cyberpunk 2077, Mass Effect Andromeda, Battlefield 2042 and countless others. And this will continue to happen as long as gamers keep preordering.
Vsync locking frame rate to half of 100Hz?
When was the last time you could enjoy a 4x or city builder on a laptop, with integrated graphics, on battery?
It's true that your eyes(or brain?) can get used to the 30fps after some time. But if you compare them side by side...
Let's take motion blur as an example: It's a very expensive to do it as a real-time VFX - so we cheat and approximate it - that doesn't that look good most of the time - because we often have to cut too many corners and end up with a poor approximation.
You're generating very slow images that a computer believes is a facsimile of reality that, unfortunately, don't represent motion blur very well, so they might be "24fps", but they look wrong compared to reality, and you probably can't conscientiously tell what is wrong, just that something seems to be sightly off.
So it's easier instead to attack the problem from the other side, and generate (or frame generate, that's a thing now) and show 480fps "crisp images" and make human persistence of vision do actual motion blur for you.
The crazy thing is people are actually trained to hate it. When you see smooth motion your brain goes "oh no, this is some cheaply shot camcorder shit, not a quality movie" even though what is really happening is the picture looks better than you expect.
You just can't be obsessed with the world "Ultra".
First time I played Transport Tycoon was on my 486, I got a demo of the original game on a floppy disk out of some PC game magazine. Looking back, it's amazing how much game play fit onto a 1.44MB floppy disk. I ended up purchasing the Deluxe version on a CDROM. I ripped the CD and have kept an image of it ever since, which came in handy when I found OpenTTD and wanted to use the original graphics and content. Chris Sawyer and the OpenTTD devs are legendary in my mind.
I say comparable because of the number of things moving around on belts, machines, etc. I think would be a similar workload. Although it is 2D...
That said, I don't have a ton of expansions installed and no mods. I have a strong suspicion that some mods are harder on performance than others, especially the over-the-top ones like Gigastructural Engineering.
Yeah, integrated graphics right? :)
That's a 200 W card.
I'm sure it runs great on battery.
Gotta look if I have an ISO flying around somewhere.