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It was fine for me on a i5-750 which is absolutely ancient and a gtx 275. At 100k+ people. Fine as in no visible slowing down. e: i meant gtx 770, welp, I'm bad at computers cthulhoo fucked around with this message at 11:48 on Mar 25, 2015 |
# ? Mar 25, 2015 11:22 |
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# ? May 23, 2024 12:37 |
I just checked, and at 80k people I'm at 60 fps all the way zoomed out, and 30-40 while zoomed in running 3x speed, occasionally dipping to 25ish if I happen to point the camera at something visually dense.
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# ? Mar 25, 2015 11:36 |
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I'm getting pretty slow simulation speed, I might have to finally upgrade my cooling and overclock my older i5.
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# ? Mar 25, 2015 11:41 |
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I'm thinking Passes can top out at 200-230k people the way I've built it so far. Just cracked 140 with at least 8 spots left that little towns can fit into. 25 tiles is a disgusting amount of space. Really enjoying maps with lots of small interconnected communities. With the traffic lights toggle those 6-laners make great medium-size regional roads.
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# ? Mar 25, 2015 11:49 |
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I wish I could set it to default to traffic lights off, any kind of change to roads always makes the intersections to reset and it's really annoying. Stopped using any wider roads again because of this. vvvv the game seems to be more GPU-bound to me, I have the same cpu at work but a slower radeon and the difference is very obvious. cthulhoo fucked around with this message at 11:55 on Mar 25, 2015 |
# ? Mar 25, 2015 11:50 |
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My 3570k with a 660ti and 8gb RAM seem to be producing roughly the same FPS when I load the same save as my neighor's 4990k with 16gb ram and a 780gtx. This is a non-scientific test but would point out that worrying about your mid tier i5 is largerly useless. It being at 60fps when zoomed out and 30-40fps when zoomed in with speed.
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# ? Mar 25, 2015 11:54 |
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I don't know that FPS is a particularly good indicator, graphics and simulation speed are likely decoupled. This isn't SC4.
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# ? Mar 25, 2015 12:05 |
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Ladies. Gentlemen. I give you... DIRTOPIA. I think I may eventually cripple my own computer. Each vehicle launches a dust cloud hahahah. Synthbuttrange fucked around with this message at 12:14 on Mar 25, 2015 |
# ? Mar 25, 2015 12:12 |
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Dirt roads look pretty cool. The biggest downside is that you can't build bridges with them. Wooden bridges would've looked good for them.
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# ? Mar 25, 2015 12:14 |
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that looks cool with the dirt roads gotta try that at some point
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# ? Mar 25, 2015 12:38 |
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Dirt roads also seem to have greater angle tolerances so you can get wackier roads. It's pretty nice. Still gotta use paved to make bridges tho.
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# ? Mar 25, 2015 12:41 |
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Dirt roads are good for running onto beaches, then I have a few parks that are just a bench or something on raw landscape to put on the beach.
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# ? Mar 25, 2015 12:45 |
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kinnas posted:If I quote this maybe there's more chance of this happening. You get used to it playing the game but any time you gotta look something up on google maps (or bing if you're that kinda guy, I ain't discriminatin') and come back the game looks weird.
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# ? Mar 25, 2015 12:45 |
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It looks about right for me, but I live in a city with overly wide streets, apparently.
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# ? Mar 25, 2015 12:47 |
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I think the scale in this game is fine.
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# ? Mar 25, 2015 12:48 |
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That's a huge pipe of poo poo.
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# ? Mar 25, 2015 12:52 |
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Dirt roads that lead to countryside summer homes are usually just wide enough that two cars can just about squeeze past each other. Comparatively the dirt roads in that awesome looking dirtville are more like boulevards of dust and sand, counting in the room taken by the cars parked on the side they're essentially as wide as a (rather tight) four lane road. Visually that darker patch of dirt in the middle of the road should be the part that's between the wheels of a single car. It's interesting to ponder about such essentially inconsequential nitpickings because the game is so fresh and so open to modding. Some mad scientist might actually go in and tinker with it.
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# ? Mar 25, 2015 13:07 |
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cthulhoo posted:That's a huge pipe of poo poo. Don't sign your posts
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# ? Mar 25, 2015 13:34 |
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SynthOrange posted:
imagine a world where the poo poo is the city and the houses are the sewage
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# ? Mar 25, 2015 13:34 |
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I have a slight issue that perhaps someone could shed some light on. So i load up today to discover all of my saves corrupt, I have reinstalled the game twice and unsubscribed and resubscribed many many things. I don't mind the lost 50 odd hours of work that i have done as I can just make anew and improve on past failings. But how do i get my resubscribed assets ingame? they are all sitting in the Steam Workshop tab in content manager and I cant seem to do anything but view them or delete them, its driving me crazy.
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# ? Mar 25, 2015 13:57 |
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I had something like that happen (the mod only showed up in content manager, nothing in the correct tab) and resubscribing while in-game fixed it.
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# ? Mar 25, 2015 14:11 |
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Anybody else have an issue in Windows 8.1 where you're nearly always notified that Cities.exe is taking up too much memory and it should be closed? This is with 8 gigs of RAM and no other applications running.
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# ? Mar 25, 2015 14:16 |
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SynthOrange posted:
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# ? Mar 25, 2015 14:20 |
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My game crashes on exit, which is a bit annoying, but it's now taken to not quitting to the main menu, or loading games from the pause menu. Anyone know what gives?
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# ? Mar 25, 2015 14:27 |
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Anyone else really love the pedestrian paths? I started a new map on that national park map (Although it's a bit TOO limited, I may try the Passes map which I have now subbed) and before I laid zones, I made sure all the areas had paths. It always bugged me SC4 didn't focus on pedestrians more, so loving it in this game.Bogan Krkic posted:My game crashes on exit, which is a bit annoying, but it's now taken to not quitting to the main menu, or loading games from the pause menu. Anyone know what gives? I get this 50% of the time on exit. No idea, other times it's fine. I sometimes get it , if i'm in the asset editor and try to exit to the main menu also. Hopefully a simple patch will fix it.
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# ? Mar 25, 2015 14:31 |
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Is there a way to filter out authors in workshop while browsing? That [ICT]DPruett2333 (ugh) guy and his endless rehashed assets really drown out everything else in top subscribed / etc categories.
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# ? Mar 25, 2015 14:41 |
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Yeah that's really annoying. On a slightly less critical point I'd like a filter that removes all custom made maps by people who doesn't understand that you need to place water sources.
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# ? Mar 25, 2015 14:43 |
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cthulhoo posted:Is there a way to filter out authors in workshop while browsing? That [ICT]DPruett2333 (ugh) guy and his endless rehashed assets really drown out everything else in top subscribed / etc categories. Nope, I think I read somewhere if someone rates one of his things, all of his things get upvoted (or maybe that was his collection). So it's not going away unless he gets kicked off/removed which I doubt would happen. edit: They need to add a tickbox or field in the asset editor (so the workshop knows) that says 'CUSTOM MESH', the prefab asset stuff is cool, but hunting down cool new custom content is getting difficult sifting among the re-hashed crap.
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# ? Mar 25, 2015 14:44 |
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Being able to filter by growable / ploppable would be a cool thing too. e: http://steamcommunity.com/sharedfiles/filedetails/?id=405827979&searchtext=
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# ? Mar 25, 2015 14:48 |
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Is there a good basic city planning guide I can look at? I'm not sure where to place industrial areas or waste management, or how to handle traffic. My cities end up turning into a congested, polluted mess that I can't fix without leveling half of it
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# ? Mar 25, 2015 14:52 |
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Elman posted:Is there a good basic city planning guide I can look at? I'm not sure where to place industrial areas or waste management, or how to handle traffic. My cities end up turning into a congested, polluted mess that I can't fix without leveling half of it I generally try to put residential and industrial on opposite sides of the city, with a commercial buffer zone. Waste management goes as far away from residential as possible, usually in the industrial zone. Traffic is pretty contextual, take some screenshots! I found that the biggest traffic issues I had were pretty easily resolved by making a few things one-way.
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# ? Mar 25, 2015 14:55 |
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This is my biggest problem right now: It worked fine when I had 500 people, okay? Elman fucked around with this message at 15:09 on Mar 25, 2015 |
# ? Mar 25, 2015 15:06 |
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Elman posted:This is my biggest problem right now: You need to not be afraid to get demolishy.
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# ? Mar 25, 2015 15:09 |
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Elman posted:This is my biggest problem right now: Get on my level (I am not good at traffic.)
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# ? Mar 25, 2015 15:12 |
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Has anyone experienced a glitch where they cannot exit a game? Like the Quit 'to main menu' or 'desktop' buttons just don't work?
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# ? Mar 25, 2015 15:12 |
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MikeJF posted:You need to not be afraid to get demolishy. Poizen Jam posted:Has anyone experienced a glitch where they cannot exit a game? Like the Quit 'to main menu' or 'desktop' buttons just don't work?
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# ? Mar 25, 2015 15:14 |
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My traffic has gotten increasingly worse, and I'm pretty much out of space to build now. The highway is severely congested in many places, but there just aren't any convenient places to branch it off anymore...
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# ? Mar 25, 2015 15:15 |
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So I have some questions that have been bothering me 30 hours in: 1. Is there a way to rotate prefab road connections? I've been having some issue getting these things oriented the way I want them. 2. Is there any way to distinguish what type of property is in demand? And by this I mean, for example, when I'm generically told commercial property is in demand I don't know if it's light commercial, heavy commercial, or offices. Or is it really just a generic demand (and if so that's a huge weakness in the game. 3. What's the deal with, especially early game, with properties that level up to 2, then close down and become abandoned because there aren't enough smart people to level to 3. Seems to me, businesses just need to not expand then, not close down. It also seems to me that I should be drawing more educated immigrants to fill at least some of those jobs. 4. Is there a recommended light residential layout? I've been giving light residential optimal for 2x2 houses, or 4x4 when I'm making "nice" neighborhoods. Just curious if I'm on the right track there. Edit 5. Does school location matter? Seems like it doesn't.
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# ? Mar 25, 2015 15:20 |
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Hyper Crab Tank posted:My traffic has gotten increasingly worse, and I'm pretty much out of space to build now. The highway is severely congested in many places, but there just aren't any convenient places to branch it off anymore... What does your subway map look like?
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# ? Mar 25, 2015 15:21 |
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# ? May 23, 2024 12:37 |
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Spaceman Future! posted:What does your subway map look like? Terrible! You can't really see it on the overhead view though, but it's basically got fairly straight connections and one metro station in each district.
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# ? Mar 25, 2015 15:27 |