I don’t really understand how people make the review threads, but we’re sitting at a 77 on OpenCritic right now. Many were worried about game performance after the recommended specs were released, but it looks like it’s even worse than we expected. It sounds like the game is mostly a solid release except for the performance issues, but they really are that bad.
- Popular Cities: Skylines 1 streamers are reporting that they are not able to achieve a consistent 60 fps, even with RTX 4090s and lowering the graphics to 1440p medium settings. Based on utilization numbers, it sounds like the GPU is limiting factor here.
- Those same streamers are also reporting 16GB of RAM usage when loading up a new map, which means that the minimum recommended spec of 8GB was a blatant lie from the devs.
- IGN and other reviewers are reporting that the game does not self-level building plots, which is something that C:S1 did pretty well. This leads to every plot looking like this:
Maybe not a big deal to some, but the focus of Cities: Skylines has always been on building beautiful cities (vs. having a realistic simulation), so this feels like a betrayal of Colossal Order’s own design philosophy.
Personally, this is a pretty big bummer for me. I like C:S1 a lot, but I find it hard to get into a gameflow that feels good unless I commit to mods pretty hard, and that means a steeper learning curve. For this reason, I tend to have more fun just watching other people play the game. I was looking forward to C:S2 as a great jumping on point to really dig into city-building myself. Maybe I’m being too harsh here because of my personal disappointment - many don’t really care about hitting 60fps, but those same people also tend to not build top-end PCs. And it sounds like if you don’t have a top-end PC, you’re looking at sub 30 fps, and I think most agree that that is borderline unplayable.
Anyone else have thoughts on this one?
Game companies get greedier, gamers want bigger and better experiences for less money, investors want higher returns, computers aren’t getting faster at the same rate and the game industry can afford to treat it’s employees like shit because there’s always going to be a constant stream of new people who want to work in it.
A game like this is not going to release without bugs. It’s just not going to happen. Expect Colossal to patch it fairly rapidly and over the course of a few years release all of the DLC that will make it feel like a rich city building experience. For now, I’ll stick to C:S1. No need for the pitchforks and torches.
I dunno – I’m sympathetic to the DLC argument, but bad performance isn’t something I can forgive on launch day. I’m sure they’ll patch it in time, but if I buy a full-priced game, I expect it to run decently well. Anything less makes for a poor user experience. If a publisher truly cares about user experience then they won’t release a game in that state, or if they do, they’ll make it 100% clear on the storefront that the game has performance issues.
No one is expecting the game to release with 0 bugs. It’s the severity and quantity of bugs that is the issue.
FWIW, my current take is that this release would be fine if they had simply released it in early access.
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I mostly play CS1 with mods (but very infrequently), and now it seems I’ll stick to that for the time being
Those same streamers are also reporting 16GB of RAM usage when loading up a new map, which means that the minimum recommended spec of 8GB was a blatant lie from the devs.
I’m not saying this is necessarily the case, but just because a game uses 16gb of ram on a 32gb system does not been it can’t make do with 8gb on a more limited system.
Yeah IMO it’s far better for games like Cities Skylines to use as much RAM as they can - especially once mods start coming out! I’ve had times where my heavily modded version of CS1 wanted 16+ gb of memory because loading assets from RAM is way faster than loading from SSD/HDD!
On days like this I ask myself if the reason games are released that broken is because there are no real software engineers in the game industry. Like a carmack with doom. Someone who understands the technical site of things.
Gamedev is all about smokes and mirrors. A conventional software engineer will actively resent the shitfuckery you have to do, to make games run well (for good reason; it introduces complexity into already insanely complex systems).
Some performance work, you cannot defer, like fundamental design decisions (3D vs. 2D, raytracing or not) or if you’ve coded a tiny feature and for some reason, it completely obliterates performance.
But there’s always going to be tons of features that have been implemented well, they don’t obliterate performance, but if you replace them with an unintuitive/complex smoke-and-mirror solution, then you may be able to shave off 20% execution time for that feature. Or not. Often no real way to know, except to try it out.
Some of these do need to be tackled throughout development, too, but it’s easy to end up with a big block at the end of development.
Especially, if you had to rush a number of features that marketing promised, so that you can make the release date that marketing promised many months before anyone has any fucking clue how long it’ll take.There is a theory that games release like that to punish pirates, as anything but the launch version - and DLCs - rarely gets pirated.
It feels like every Paradox sequel is worse than the previous game lately. CK3 is garbage compared to CK2 for instance, even after years of DLC.
For CK and Vic they changed their design philosophy to be more “sandbox with realistic parameters” vs older games’ “sandbox with prescripted events” to make historical events happen. It’s an ambitious idea but so far the results have been pretty mixed. I’m hopefully they get it right eventually. Stellaris has really only gotten to be as polished as it very recently.
They also changed their philosophy so fewer and worse DLC, at least for CK. It does not appear that CK3 will ever have feature parity with CK2.
I played both CK2 and CK3 and have to say I love CK3. The create your religion system is so awesome and the events are great. I dont even feel like touching CK2 anymore aside from some mods
I mostly agree with this post, but
the focus of Cities: Skylines has always been on building beautiful cities (vs. having a realistic simulation)
this is simply not true
Thats what I always thought of the game.
Yes, erm… totally about building beautiful cities.
My suspicion is that the game would have been delayed had the new Harebrained Schemes game not just flopped.
That’s disappointing. Some level of unmet expectations are to be, well, expected for a sequel to such a cultural behemoth as Cities: Skylines, but it sounds like Colossal Order made some sacrifices on the release date altar. Such a shame.
I don’t know nothing, but I have a feeling that paradox hurried the release, not necessarily CO
Yeah, I think it’s usually the publisher pushing the release dates on the dev studio.
Well, maybe this is why AMD is bringing back threadripper?
And that for a game that looks like shit.
If you compare the game on max settings to modded C:S1 (and if you ignore the leveling plot issues), I actually think it looks better than C:S1, or at least pretty close.
…which makes it pretty terrible. What did they change/improve if not the graphics? It should be so ahead that you don’t even have to think what looks better.
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It’s a less cartoony art style I think (although the style in original skyline evolved a lot) we will see.
Remember mods can fix/change loads
There’s many things I can overlook here but the lack of bikes nixed my hype fully. I don’t want to build car hell yet again. I can leave the house if I wanna see that.
I can leave the house if I wanna see that
too bloody right
I don’t want to build car hell yet again
this, so much
No bikes??? I hadn’t heard that, one of the most satisfying things about playing C:S1 to me was making great bike routes and useful public transit, without bikes I really don’t feel a drive to play this one now honestly hah. Maybe they are going the Sims route where all the useful basic things they added in the previous edition will be released over time as DLC, ffs.
I don’t think the first Cities Skylines shipped with bikes either? Wasn’t it part of the After Dark DLC? Or maybe that was just bike lanes? I hate the DLC for Paradox games… It’s so confusing that I think I’m just not going to buy their games anymore.
They usually give a lot of free stuff at the same patch even if you don’t buy the dlc.
You’re right. After Dark was one of the first(?) DLCs and I’m not sure if bikes were part of that or the eco-friendly DLC but bikes definitely are not part of the vanilla experience (I have quite a few DLCs that are important to me and no bikes yet)
This is why most people wait a couple years after a Paradox game comes out. They’re fantastic games…once you have the DLC.
If you’re not making your city a hell for the npcs in some way how are you having fun
I mean… If I want to build a hell, I still want options.
Like, realistic space use for car hell would be interesting but maybe sometimes I wanna build a university on a hill and student housing at the top of a different hill and to get to class you have to bike up a hill both ways.
I did this in university, it sucked
I don’t know, this whole 60fps thing is a new demand from gamers. Frankly I don’t care about reviews anymore. Everyone skews negative, and I’m tired of it.
My hard takes:
- 60fps doesn’t matter. It’s not a shooter. Even CS1 I could only get 50ish on a new map, and that’s with hardware that’s 6 years newer than the game.
- RAM should be used. For gaming it would be wasteful not to use it. If you aren’t using all your ram then you’re loading textures, shaders, and everything from disk, which is thousands of times slower and that would lead to … you guessed it, gamers bitching about lag. What are you using that ram for anyway when you’re gaming that’s a higher priority? If you’re watching someone and they’re complaining that a game is using too much ram shut them off. They don’t how computers work. These aren’t the days of 256MB of ram. I have 32 gigs. I want them to use it.
- Marketers are paid to lie. They don’t understand what the game can do, they’re paid to sell it. Cyberpunk was disappointing for many because they believed marketers running unleashed, saying the game would be a revolution, that it would be gaming evolved. It wasn’t. Instead gamers “only” got a fun open world RPG and they were disappointed by it. (And bugs, they had legit concerns but marketing was stupid around that game and every one of their marketers should have been fired )
- I find that people who watch reviewers are exponentially more disappointed in games because they let reviewers tell them how to feel. If you want to start enjoying games more, stop letting them tell you if you should be disappointed. They’re going for clicks and views, and the rage train gets a lot of them. Just try it and return it if you don’t like it.
I haven’t watched anything and I’m excited. I’m not “hyped”, I don’t think it will redefine city building forever. I think I will enjoy my time in a game that is by definition an iteration of the franchise. Maybe it’ll be great. Maybe it’ll be worse than the first, but I’m going to decide that myself, not let some reviewer begging me for a subscribe tell me.
60fps complaints go back to the dark days of 360/ps3 ports where HD resolutions on the consoles meant high framerate was no longer a viable option there. Since AAA games started using console as lead platform pc became saddled with 30fps caps as well. It possibly happened even earlier, but that was the time where I started noticing it.
60fps doesn’t matter. It’s not a shooter. Even CS1 I could only get 50ish on a new map, and that’s with hardware that’s 6 years newer than the game
It does not sound like 50 FPS on 6 years old hardware. Maybe half?
RAM should be used. For gaming it would be wasteful not to use it.
Don’t be afraid, I do use my RAM. Like, it’s full of other important programs and filesystem cache.
But the game shouldn’t take it away from other programs, and it should also be aware of the fact that windows starts swapping out programs when RAM usage has reached ~70%. This will significantly affect any programs you run simultaneously, but the game itself tooz because it’s less used memory pages will be swapped out more. Random access for reading back swapped pages is much slower than loading the resources in smaller groups sequentially.16 GB usage sounds like the game has loaded ALL of its models and resources, even those that are not needed (not in view, and probably not even accessible to the player), and probably has multiple copies of most with different resolution and such.
Loading to RAM that much data would be fine if they managed it to only be loaded to a cache, that can be released for other programs, but I don’t think you can do that in any other way than using the filesystem cache, at which point the RAM usage does not even count against your process, or as usage at all.
If you aren’t using all your ram then you’re loading textures, shaders, and everything from disk, which is thousands of times slower and that would lead to .
Obviously the game does not have to use all the RAM. It only needs to preload textures and models that are useful on your system (based on graphics settings) and are in use right now or can be in use very soon.
Also, loading from disk is not as slow as you make it seem. Yes it is if your users install games to a drive that’s bad for that purpose (like SMR tech hard drives), or if you haven’t placed the resources strategically, by which I mean grouping resources so that commonly-used-together resources are placed sequentially for a quick and efficient read.
The first problem shouldn’t be your concern: the player shouldn’t expect top performance from hardware that was designed for a totally opposite task.Marketers are paid to lie.
Yes, but they shouldn’t touch any technical information, including the hardware requirements section. Marketers don’t know shit about the game, just that they want to sell at much licenses as
humanlypossible.
The hardware requirements, however, is to be defined by those who know shit about the game. Preferably core developers or performance testers, who have an idea about the game’s inner workings and about how much is it expected to use in average and in the worst case.I find that people who watch reviewers are exponentially more disappointed in games because they let reviewers tell them how to feel.
I can agree with that and your point on Cyberpunk. I haven’t played that game, but not because I’m not interested. It looked fun from content that I have seen.
But the performance concerns sound like that it’s actually a huge problem.
I like it that so far it has been described a solid lunch except land leveling and performance, because the first one can probably be addressed in a few months at most if they want it. But even the published hardware requirements were disappointing, and this is a signal that the game will hardly get any better than that, if it can reach it.
Yeah, same, I’ll reserve my judgement for later. If it’s truly awful and unplayable then I’ll have to finish building my RTX 3090 system, lol.
There’s a pretty easy fix to games launching in a sorry state: stop preordering
I never play these types of games but I distinctly remember my friend having a full on meltdown about how fucked up the first Cities Skylines was like a decade ago, lol.
I guess you’re just talking about one person, but I think Cities Skylines was received quite well in general? I just remember a bunch of praise for Cities Skylines (in contrast to Sim City 2013 which a bunch of people had a meltdown about).
Being better than later Sim City games isn’t much on an achievement, doesn’t mean that CS wasn’t quite janky at the start.