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Dante18907 posted:This is all kinds of awesome, but badly highlights this games desperate need of better AA... . Colossal Order, fix this poo poo.
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# ? Mar 20, 2015 06:59 |
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# ? May 24, 2024 22:40 |
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I tried playing with the downsampling mod but even on a 970 it broke my computer and left it crying in the corner.
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# ? Mar 20, 2015 07:05 |
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Dante18907 posted:I tried playing with the downsampling mod but even on a 970 it broke my computer and left it crying in the corner. Im using a 970 and it works great.
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# ? Mar 20, 2015 07:07 |
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HORMELCHILI posted:Im using a 970 and it works great. Well. I mean I could use it but I need more than 30fps... 30 is not enough fps for me. No sir.
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# ? Mar 20, 2015 07:09 |
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Mountainous maps are cool.Dante18907 posted:I tried playing with the downsampling mod but even on a 970 it broke my computer and left it crying in the corner. I'm using a 770 and it's fine at 175% for normal gameplay (30-60 FPS), so you should be able to go higher unless you're already playing at 4k or something.
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# ? Mar 20, 2015 07:12 |
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cthulhoo posted:Bordercities owns. Holy poo poo I never knew I needed this until now.
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# ? Mar 20, 2015 07:23 |
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My Catalyst driver override application AA settings wasn't doing anything until I forced the game to DirectX 9 with -force-d3d9, then I could override it. Still looks ehhhhh, though.
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# ? Mar 20, 2015 07:25 |
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My island city is getting pretty drat proper. And it forced me to make my first true spaghetti junction. I'm quite partial of this view myself. The remnants of my master plan to pump all sewage into the "volcano" top and dam it off. The dam's didn't produce poo poo, but the ones farther down do.
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# ? Mar 20, 2015 07:25 |
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MikeJF posted:My Catalyst driver override application AA settings wasn't doing anything until I forced the game to DirectX 9 with -force-d3d9, then I could override it. Still looks ehhhhh, though. I would really recommend just grabbing the dynamic resolution mod and using it to supersample, assuming your GPU can handle it. At 150-175% on 1920x1080 it makes the game look significantly sharper.
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# ? Mar 20, 2015 07:27 |
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Dynamic resolution at 200% looks nice but welp ~20 fps. My gtx 275 is definitely not ready for this.
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# ? Mar 20, 2015 07:32 |
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I'm on an old enough machine that supersampling isn't a great idea.
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# ? Mar 20, 2015 07:35 |
I wish they staggered the births/deaths. As of right now a cohort of people will move in when you zone a fresh block, and all die at the same time. I figure they could either randomize death dates with a bell curve for deaths around the time they use now (some die before, most die nearer to it, some die after) or randomize births (a bell curve around when cims tend to have babies). This would blunt the death waves, bring it more in line with real life, and not discourage us from zoning entire neighborhoods at once.
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# ? Mar 20, 2015 07:38 |
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Spent this evening unlocking a majority of the special buildings. Wasn't really super fun to do (most of em anyways) but eh, got it out of the way at least. I think I'll set my little metropolis aside and try making a more distributed small-town/county style map.
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# ? Mar 20, 2015 07:39 |
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I hope all you bordercities people are playing Royksopp on loop.Fish Fry Andy posted:Mountainous maps are cool.
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# ? Mar 20, 2015 07:40 |
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Even with a GTX 970 the dynamic resolution mod hurt my FPS enough that it was annoying to me, but I'm running a 144hz monitor and the difference between 60fps and 80 is noticeable to me. I've set the AA in the NVidia Control panel and it works but it's not much different than the in game AA. I don't see it getting fixed anytime soon since I assume they're using deferred rendering in the Unity engine which doesn't allow you to use Unity's built in AA settings and instead you have to use a post processing effect to emulate it.
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# ? Mar 20, 2015 07:40 |
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Fish Fry Andy posted:Mountainous maps are cool. Yeah I play on a 2560x1440 drives performance cost up substantially :< Edit: What DoF setting is that? Its nice without being obnoxious. Dante18907 fucked around with this message at 07:51 on Mar 20, 2015 |
# ? Mar 20, 2015 07:48 |
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SuicideSnowman posted:Even with a GTX 970 the dynamic resolution mod hurt my FPS enough that it was annoying to me, but I'm running a 144hz monitor and the difference between 60fps and 80 is noticeable to me. This sucks. I would kill to see the first major update port the game into Unity 5 but I don't see that happening.
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# ? Mar 20, 2015 07:53 |
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Dante18907 posted:Edit: What DoF setting is that? Its nice without being obnoxious. 100%, but from what I can tell the strength of the effect varies between resolutions. The game is (I think) running at 3360x1890.
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# ? Mar 20, 2015 07:57 |
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Dante18907 posted:This sucks. I would kill to see the first major update port the game into Unity 5 but I don't see that happening. It's not really a Unity 5 specific thing. Even with Unity 5 you aren't able to use Unity's AA method with deferred rendering. It's actually a problem with deferred rendering in general: quote:One more rather important disadvantage is that, due to separating the lighting stage from the geometric stage, hardware anti-aliasing does not produce correct results anymore since interpolated subsamples would result in nonsensical position, normal, and tangent attributes. One of the usual techniques to overcome this limitation is using edge detection on the final image and then applying blur over the edges,[6] however recently more advanced post-process edge-smoothing techniques have been developed, such as MLAA[7] (used in Killzone 3 and Dragon Age 2, among others), FXAA[8] (used in Crysis 2, FEAR 3, Duke Nukem Forever), SRAA,[9] DLAA[10] (used in Star Wars: The Force Unleashed II), and post MSAA (used in Crysis 2 as default anti-aliasing solution). Although it is not an edge-smoothing technique, Temporal anti-aliasing (used in Halo Reach) can also help give edges a smoother appearance.[11] DirectX 10 introduced features allowing shaders to access individual samples in multisampled render targets (and depth buffers in version 10.1), giving users of this API access to hardware anti-aliasing in deferred shading. These features also allow them to correctly apply HDR luminance mapping to anti-aliased edges, where in earlier versions of the API any benefit of anti-aliasing may have been lost.
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# ? Mar 20, 2015 07:58 |
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SuicideSnowman posted:It's not really a Unity 5 specific thing. Even with Unity 5 you aren't able to use Unity's AA method with deferred rendering. It's actually a problem with deferred rendering in general: Ah. Well there you go. C:S ported to Unreal 4?
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# ? Mar 20, 2015 08:02 |
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You see Borderlands, I see Howard Arkley. https://www.google.com.au/search?q=...evid=1934157257 Disappointing Pie posted:Does the LP forum still require 3 months from a game release to do an LP? Because I would love a CS LP so bad. Hint hint Deadly Hume. As I mentioned a few pages back, I dug up the greyscale file I used to generate the map for Funkytown and will try to make it into a decent map for CSL. To sperg out a bit, the scale in SC3k was a bit weird because the idea was the largest map in that game was 16km square, but each tile covered 64m. Which is kind of hilarious. SimCity 4 had a much more realistic scale, the drawback being having the split the city up into neighbourhoods. You had three sizes of those of course, 1km which was too little to be any use, although it was handy to use one to isolate all your dirty power plants and garbage dumps, and 4km which would've been great except most computers of the time would grind a bit. So I stuck to the middle size of 2km for most of my crap. (OK, SimCity 2013, well, the scale and just about everything else was a joke. Let us not speak of it again.) Anyway, one of the reasons I'm pretty damned happy with CSL is that the scale is pretty good, and you can have a decently sized map. If you unlock all 25 playable tiles, that'll get you a 10km square to play with. You probably will need a system with a fair amount of crank to get close to that, but I would say it's going to handle future processors a bit better than SimCity 4 did, because that game basically butted heads against the 32-bit limitation. The other thing I'm happy about is no more goddamn loving antlines of traffic around the corners of maps because region play in SimCity 4 was, frankly, a kludge, what with all the asynchronous nature of it all. Here, if I see a traffic problem, I can have a go at FIXING it, instead of juggling around, loading one neighbour after another. I think in the end in my crazy years-old city I had infinite loops of traffic which I could do nothing to eliminate. Even when I flattened and restarted a neighbourhood they'd come back, sneaking around the corner. (Which I tolled the gently caress out of for easy money, but still.) SimCity 4 was wonderful in many respects but those were the issues that basically made me glad something's come along to supersede it with most of the things I wanted.
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# ? Mar 20, 2015 08:22 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=410329674 SSAO mod
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# ? Mar 20, 2015 08:35 |
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Fish Fry Andy posted:Mountainous maps are cool. Hell yeah! Limited space, jumping across valleys and rivers is real fun. Using water pumps can be quite challenging to since they can suck up small rivers/lakes. My current city of Portree:
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# ? Mar 20, 2015 08:39 |
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Railways inbetween highways look so cool.
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# ? Mar 20, 2015 08:52 |
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Is there a mod that turns off the extra haze when in no-UI camera mode?
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# ? Mar 20, 2015 08:59 |
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Is there a point at which your budget starts taking off? Right now my city is basically living from level to level, making use of the money rewards to get more services and just building up the various zones in between. Occasionally I look at the actual budget screen, consider messing with the percentages, then get intimidated and close it again and go to hide under a blanket while hoping my trash covered citizens don't get too angry. Speaking of which, what's the reason for citizens in an area of the city covered by one of my landfills still having trash problems? Should I increase my landfill's budget?
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# ? Mar 20, 2015 09:01 |
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Each landfill site has a certain amount of garbage trucks that it can field. It might be worth building one more site somewhere to just add some more trucks, rather than upping the budget (because you can forget you ever upped it and play for 20 hours without remembering). You can usually increase taxation to about 12% before people start complaining. I recommend that. I am not sure what adverse effects taxes have, but I have noticed none with that. You will eventually grow to a point where you are raking in 50k a month easy. Also, paying off loans every day eats into your income, so if you have done that it may be impacting your earnings. I know the final loan takes a lot out of your income, or it did for me. When it, and the second loan which was timed to end near it, ended I jumped from making about 20k to about 70k.
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# ? Mar 20, 2015 09:07 |
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Viridiant posted:Is there a point at which your budget starts taking off? Right now my city is basically living from level to level, making use of the money rewards to get more services and just building up the various zones in between. Occasionally I look at the actual budget screen, consider messing with the percentages, then get intimidated and close it again and go to hide under a blanket while hoping my trash covered citizens don't get too angry. Don't always build more stuff just because of the demand meter. Get things to where people are happy and then just let the game run for a little bit to build up money. Honestly if you're playing on normal mode, money shouldn't be much of an issue. As far as trash problems, make sure the garbage trucks aren't getting stuck somewhere.
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# ? Mar 20, 2015 09:09 |
I tried to make a city with the trident thing posted on page 1 or 2, however I seem to have stop lights which makes everyone just clutter up together. What did i do wrong?
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# ? Mar 20, 2015 09:41 |
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Kilonum posted:PC Gamer interview with the CEO of Colossal Order quote:Was Skylines already actively in development when the 2013 SimCity came out? Hey! SC2013 was good for something in the end after all!
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# ? Mar 20, 2015 09:42 |
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Viridiant posted:Is there a point at which your budget starts taking off? Right now my city is basically living from level to level, making use of the money rewards to get more services and just building up the various zones in between. Occasionally I look at the actual budget screen, consider messing with the percentages, then get intimidated and close it again and go to hide under a blanket while hoping my trash covered citizens don't get too angry. I play with unlimited stuff mod and I always start raking profits as soon as the population grows a bit and outpaces my expansion rate. Then I start clicking on tax break checkboxes. So yes, it will.
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# ? Mar 20, 2015 09:43 |
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Sankis posted:I tried to make a city with the trident thing posted on page 1 or 2, however I seem to have stop lights which makes everyone just clutter up together. Dunno if this is the original solution, but making that one piece where your incoming roads make stoplights a highway should solve it.
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# ? Mar 20, 2015 09:50 |
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I have determined that emptying landfills causes the garbage truckocalypse and should never be done
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# ? Mar 20, 2015 09:55 |
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It would be super handy for the garbage in landfils to be dynamic, or at least a few segments of modelled garbage stitched together like SC4.
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# ? Mar 20, 2015 09:59 |
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Sankis posted:I tried to make a city with the trident thing posted on page 1 or 2, however I seem to have stop lights which makes everyone just clutter up together. The road that connects upwards from the tri-inbound intersection should be a highway piece as short as you can make it.
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# ? Mar 20, 2015 10:18 |
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River of Zalgo: GOTY 2015. cthulhoo fucked around with this message at 10:47 on Mar 20, 2015 |
# ? Mar 20, 2015 10:44 |
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Does industrial ground pollution pollute rivers -> drinking water?
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# ? Mar 20, 2015 10:48 |
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I want an oppressive, neoliberal building pack. Marketing billboards everywhere, security cameras on things (the no. 1 thing I want added to make the game look more realistic), heavy fencing indicating owned property, little regard for trees and the environment. People as consumers, people as products. All part of the human capital.
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# ? Mar 20, 2015 10:52 |
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Trogdos! posted:Does industrial ground pollution pollute rivers -> drinking water? No, only sewage will.
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# ? Mar 20, 2015 10:54 |
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# ? May 24, 2024 22:40 |
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Another Person posted:people as products Power producing crematoriums. Or just cut the middleman and send the dead straight to the incinerator.
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# ? Mar 20, 2015 11:04 |