• MudMan
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    2 years ago

    I said this on Masto, but this tells me nothing as written. You can get the first game to run like that, too.

    The thing is, if it runs that way on an empty map and degrades the same way the first one did, I can’t see it not crashing on a full endgame map. So… how does it run on endgame? Or is this endgame and it runs fine at first? Guessing no, since the devs themselves said this was a problem. And, well, I’ve seen footage from streamers and it certainly chugs on small maps, too.

    • Rentlar
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      2 years ago

      Might be good to have a watch of City Planner Play’s Benchmarking video

      To answer your main Q from this, apparently the biggest performance dropoff is going from no pop to 10k, scaling up to 100k isn’t nearly the same dropoff.

      Even with a beefy setup on high settings, CPP suggests turning off many of the post-processing effects and definitely disable VSync. Lastly 4K is out of the question for most cards, barely playable for top end enthusiast cards, Most will be limited to 1080p for a usable experience.

      The good news from this video is that for anything above a 970 it is possible to get to late game, as long as you stick to 1080p low-med settings on any card with less than 8GB VRAM.

      • MudMan
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        122 years ago

        Hm. So it scales with VRAM and GPU, not CPU? Interesting.

        That’s less concerning than people had made it out to be, at least for a game of this genre. It still doesn’t sound particularly pleasant to play, but hey, less of a dealbreaker.

        • Rentlar
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          92 years ago

          So it scales with VRAM and GPU not, CPU?

          Precisely. Not to sound too much like a shill because full disclosure I bought and I’m very excited for C:S2, but I find some of the concern is overblown. Yes the performance is a MAJOR problem, but the game is feature complete and optimization is ongoing, with significant improvements to arrive by console release.

          • MudMan
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            32 years ago

            Yeah, it seems weird because you’d think all the simulation load would be in the background and they could scale the visuals. Since it seems like there’s a high base cost for them I assume it’s possible to make that run at least a bit better at some point.

            The console release target is a bit of a question mark, though. You’d think they have just weaker GPUs and they’ll need to optimize to fit, but they can also target lower resolutions and do other stuff there. Plus if there’s an I/O issue in there, there’s a reliable spec for SSDs on those, so who knows.

            • MudMan
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              62 years ago

              Alright, so I got the game and it a) actually has a fantastic options menu with a ton of granularity, and b) it has some really dumb, wasteful settings flagged as “high” with no “ultra” preset.

              I went from launching into a default in the 30s for the default map to toning down their nuts global illumination, volumetric clouds and transparent reflections for a neat 100+ fps. And then I cranked it back up a bit to be hovering around 90. I’m sure I’ll have to tweak more when I get deeper into the game, but yeah, no, this is gonna be playable.

              For the record, I think setting up decent defaults and settings should be a thing in PC games. Tuning the game shouldn’t be the first thing you have to do. But whether it’s thanks to last minute patches or people overreacting to the announcements I think this was a bit overblown. I’ll report back if that proves not to be the case as I get deeper in.

                • MudMan
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                  2 years ago

                  Hah. It did lose some fps as the city grew. By the time I expanded to a bunch of tiles I was hovering at 50-60 instead of 70-90, but I’m on a VRR display, so I never felt the need to crank it down further. It may get there eventually, but I’m done for the day

                  The defaults for high are absolutely messed up, and it’s entirely possible that some of the settings are straight up bugged. The game doesn’t look that much better than CS1 on reasonable settings… but it also doesn’t run that much worse, either.

                  Honestly, I have bigger gripes with some of the interface and with how much micromanagement there is in here. I think the tech issues are both overblown and could have been mitigated with better defaults.

                  EDIT: In case someone has use for it, what I did was mostly turn off volumetric clouds, turn off Vsync, turn off transparent reflections and drop the settings for Global Illumination and other screen-space effects to not be full res.

                  Oh, and also, they seem to think SMAA looks better than TAA here. It doesn’t. You definitely want to manually change that to TAA and disable DRS, which defaults to extremely gross FSR 1.0. The way this is technically put together by default is super weird.

  • @BradleyUffner@lemmy.world
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    302 years ago

    Not that I don’t believe them, but it’s odd that none of the videos from YouTubers with early access have shown that kind of performance. It makes me wonder if they are trying to set lower expectations for some reason.

  • @MrNesser@lemmy.world
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    242 years ago

    Yeah ill be waiting for optimization before buying.

    This is going to hurt them short term especially during launch.

  • @Jumi@lemmy.world
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    2 years ago

    Again such a idgaf-management-decision. Fucking greed ruining things yet again.

  • Chainweasel
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    122 years ago

    So it might actually be worse than KSP2 then. I was so disappointed by that.

    • @arudesalad@sh.itjust.works
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      132 years ago

      It’s not going to be worse than KSP2. KSP2 launched with game breaking bugs and all of the new features missing (and some of the old ones) as well as bad performance on ALL graphic settings no matter the specs. CS2 has features that differ it from the first game and the performance issues (allegedly) can be fixed by turning settings down (unlike KSP2). Both games launched (or will launch) without modding support which is really bad for both games.

      • Chainweasel
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        42 years ago

        I meant specifically the frame rate, not necessarily the game as a whole. I should have been more specific. I do agree with the points on KSP2 though

    • @Bread@sh.itjust.works
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      52 years ago

      KSP2 still makes me sad. I still have the hope they can pull a no man’s sky. The dream of KSP2 is all I ever wanted out of a space game.

    • cheer
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      122 years ago

      Because they’re playing with volumetrics disabled. That’s the main choke point according to the devs and play testers.

  • @caut_R@lemmy.world
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    112 years ago

    I hope Digital Foundry does a review. I wanna see CPU utilization so badly, Paradox needs to learn to invest into CPU optimizations for their CPU heavy games

  • @Not_mikey@lemmy.world
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    102 years ago

    If you can’t actually play it with the new graphics what’s it’s advantage over original cities skylines?

    • Cait
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      242 years ago

      There is actually a LOT more little things, that make the game very different. Besides who in the right mind would buy a 70 buck sequel with Just better grafics?

    • @shrippen@feddit.de
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      212 years ago

      Just have a look at the dev diaries. For me personally its the overhaul of pretty much all simulation engines (traffic, weather, water, wind, people etc.) and that they solved (apparently) the single thread problem of their traffic simulation. For me CS1 was bottlenecked when the cities became to big and the traffic could only be simulated on one core. There is a limit to that. But my cpu was otherwise idle. I have hope that this is now solved. Plus there is apparently no agent limit anymore. So a town of 500000 could in theory simulate all people individually, CS1 couldn’t.

  • thatsage
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    32 years ago

    Must say a game like this is the perfect use case for dlss3 since rendering latency isn’t important