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.
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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.