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lmao, 15fps at 4k with a 4080 (and 5800x3d and 32gb RAM) with the autodetected high settings. This is beyond borked. Luckily I can power through, I do get nice fps at 1080p (around 80-90) even with everything on high and decent fps (50-60) @1440p with a few settings turned down, but they HAVE to sort this out, it's just too egregious. Also everything shimmers, especially during the day/night cycling at dusk and dawn, when playing at non-native resolution - but even with some settings turned down, 4k is still choppy at around 20-30fps so I think I'd rather take some shimmer and disable day/night cycle while they fix this. Because they're working 24h/7 to fix this right now, right? It's way, way too borked and steam reviews are horrifyingly low for this very reason apparently (e: they're not horrifyingly low anymore, just "middling", but still... people are pissed off and for good reason) TorakFade fucked around with this message at 08:01 on Oct 25, 2023 |
# ? Oct 25, 2023 07:48 |
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# ? May 26, 2024 07:12 |
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To kind of change the topic a bit. How is the gameplay and city building (also the visuals) compared to the first? Is it a step forward? For example, if the game didn't have the horrible optimization issues, do you think it probably would have gotten strong reviews? I liked CS 1, but there were elements that were difficult (road building, etc.). I've heard that this game does some really good things to make elements of city building much more streamlined and easy to learn for people like me who have a hard time with that kind of thing. So basically, how is the game itself not taking into account the technical issues.
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# ? Oct 25, 2023 07:53 |
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There is no doubt in my mind it would be mostly positive on steam if it didn't run like arse. The road tools are a huge upgrade, just missing a few mine adjustments (being able to toggle zoning), and mechanically the game seems fine. The balance is a bit off with cash rewards early on and very little resistance to sprawling.
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# ? Oct 25, 2023 07:59 |
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DaiJiaTeng posted:To kind of change the topic a bit. Haven't played a ton of it yet because I spent half my time trying to make it look decent and not choppy but what I've seen seems good. I'm by no means an expert, I just like making pretty dioramas, but the QoL things like having pipes and electric lines under roads both make a ton of sense and especially make early game much more tolerable. It was all too easy to forget laying pipework for a new neighborhood and then scrambling to fix it later, or having a few zones that refused to get connected to electricity for some reasons, not to mention the ugly unsightly pilons you had to lay down just to get electricity to one single place first, then it got auto-distributed Road management seem to be much better now too, easier to upgrade/modify roads and, finally, add roundabouts on the fly from tiny to huge! And not having to double down on elementary schools and fire stations like, 1 hour into the game is also great - your starter buildings have more capacity and actually take you to a proper city rather than having to build 3-4 of them before you can even unlock bigger versions. I like the government subsidies + cash infusions at milestones mechanic, it means you can actually buy stuff without worrying too much and still have money to spend even if you're not making cash hand over fist day-to-day, but it doesn't make it a cakewalk as the subsidies go down if you're actually making decent money and boy are big buildings pricey. The end result is it seems you always have just enough money to play with the next tier of buildings, rearranging of roads, new services or whatever it is you want to do without feeling like you can buy the biggest fire station ever and be done with it on year 1. All in all, to my filthy casual gaming rear end that prefers a streamlined experience just like you, it seems like more of the same goodness of CS:1, with just a little bit of "extra stuff" but a lot more refined and easier to get into - though I hadn't modded CS1 at all so maybe for someone who's used to playing modded to the gills it might be a letdown instead? TorakFade fucked around with this message at 08:15 on Oct 25, 2023 |
# ? Oct 25, 2023 08:11 |
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Dr. Clockwork posted:This video is way more useful for how poo poo works than the tutorial. death cob for cutie posted:is it like CS, where you need to wait for the water to build up behind the dam before it starts actually generating electricity Concurred posted:I only ever got dams to work in CS1 with water that had high flow; every time I tried to put a drat on a low flowing river it would produce no electricity and eventually turn into a lake. Some of the mountain maps had high spawning rivers that you could drat up, the highest I ever got was like 700MW Funny enough I found this thread specifically to post about dams because I loved loving with the water in CS1 and I booted up a few maps to see if there was any viable hydropower after what I thought should be a ~200MW dam (as indicated at build) did the same thing, pumping out like, a max of 20MW. I went with infinite money and that and even dug basically what concurred shows, and no, dams are definitely just busted as gently caress right now and are always at like -99% efficiency because of "low water level" even if you allow the water to fill in behind it - and my original dam it took almost a year of game time because it was such a sizable reservoir. (So, 'volume behind the dam' isn't it.) I honestly think whats happening is that the game might be calculating the dam's efficiency off of the height between the top/intakes and the height of the powerhouse (that little square building on the right that sticks out, if you're looking at the dam from downstream) but the game never lowers the powerhouse at all, in fact leaving it attached dutifully as high as possible and trying to bring terrain up to meet it. I'm going to do some more screwing with it to see if I can trick it to move at all, but I suspect its just busted.
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# ? Oct 25, 2023 08:20 |
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DaiJiaTeng posted:To kind of change the topic a bit. I'm trying to build a subway and it makes me want to uninstall the game. Trying to make anything connect up underground is a loving nightmare
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# ? Oct 25, 2023 08:46 |
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Tarnop posted:I'm trying to build a subway and it makes me want to uninstall the game. Trying to make anything connect up underground is a loving nightmare Just had the same experience. Game feels like 6-12 months underbaked, but I still played a good amount today. There’s good bones and it is functional, but it’s not done.
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# ? Oct 25, 2023 08:49 |
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You just have to guess at the elevation level until it decides you got the right number. Gameplay!
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# ? Oct 25, 2023 08:52 |
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CO posted an update regarding performance this morning, for those who haven't seen it yet. https://store.steampowered.com/news/app/949230/view/3744239011016556921?l=english quote:Cities: Skylines II is built for the future with modern hardware in mind, allowing us to add more depth and detail to the game than its predecessor had. Earlier this month, we shared a note on performance as we had not reached the benchmark target we had set for the game. Following this, we have seen some concerns about performance and what it means for the game as a whole. We’d like to give some context to the issues the game is currently facing, what we’re doing to address them, and what you can do if you are among the players experiencing performance issues.
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# ? Oct 25, 2023 09:23 |
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Cygni posted:Game feels like 6-12 months underbaked, but I still played a good amount today. There’s good bones and it is functional, but it’s not done.
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# ? Oct 25, 2023 10:39 |
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It's essentially a public beta that you pay $60, plus $30 more every few months by way of DLC, to participate in. It's nowhere near ready for show time yet. But it could end up in a really good place a couple years down the road.
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# ? Oct 25, 2023 12:02 |
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gently caress THE AUTOSAVE FEATUER IS OFF BY DEFAULT?????????????????? And the game is a bit crash prone
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# ? Oct 25, 2023 12:28 |
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Eric the Mauve posted:It's essentially a public beta that you pay $60, plus $30 more every few months by way of DLC, to participate in. I'm gonna go back to the CS1 release and say, that's how CS1 was. I remember buying it, playing it for 20-30 hours and going back to whatever city builder I was using to scratch my itch before that, I think SC4. I legit didn't really dive into CS1 much until the second or third expansion brought enough variation to gameplay that I could be pretty much nonstop hooked. Also, some of the best games in recent memory were released as "public betas", go look at No Man's Sky or Cyberpunk 2077. At the end of the day, we got a much better game out of the deal than we would have if they had kept it all under wraps and published it without greater player feedback. Yeah, you can polish things and THEN release it and get feedback, but I trust that CO knew what they were doing. They've got a good track record of taking things from "that's alright" to top-of-genre
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# ? Oct 25, 2023 12:44 |
it's irrelevant if that's how CS1 was because that was eight years ago and the first game of the city building series, as opposed to public transport. cs2 is, in fact, the sequel to everything they've learned and apparently they're learned how to make a piece of poo poo that was also rat-hosed by paradox-the-publisher into releasing early because it would be unfair to to postpone
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# ? Oct 25, 2023 12:53 |
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My uncle works in an alternate dimension where games are finished before they're released and he says they're much worse
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# ? Oct 25, 2023 12:56 |
My big problem with the first was education and such would be city wide, with property tiers only being effected by say school placement. This resulted in being unable to design a city with redlining and the like to keep low education industry and housing around, citizens got educated regardless so you had to improve slums or they'd just be abandoned and industry would also die. I just want dirty to be around instead of presumably offloaded to other cities because they have risk.
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# ? Oct 25, 2023 13:00 |
This is a basic question but what are people's general strategies for zoning R-C-I? As someone from the land of Henry Ford I have an irrepressible urge to grid and I tend to do it as huge suburbs of residential houses and large blocks of industry with commercial stuff as a "wall" separating them, but it seems that with the inclusion of things like gas stations it might be better to checkerboard commercial in with industry and residential.
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# ? Oct 25, 2023 14:00 |
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CuddleCryptid posted:This is a basic question but what are people's general strategies for zoning R-C-I? As someone from the land of Henry Ford I have an irrepressible urge to grid and I tend to do it as huge suburbs of residential houses and large blocks of industry with commercial stuff as a "wall" separating them, but it seems that with the inclusion of things like gas stations it might be better to checkerboard commercial in with industry and residential. zone R along local roads, C along collector roads and separate both from I via arterial roads
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# ? Oct 25, 2023 14:07 |
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Mainly that, but I like putting commercial on corners in MFH / rowhouse areas too. Gotta have your Bodegas.
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# ? Oct 25, 2023 14:25 |
turn off the TV posted:zone R along local roads, C along collector roads and separate both from I via arterial roads Thank you, question 2, what is an arterial road?
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# ? Oct 25, 2023 14:55 |
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"Cities: Skylines II is built for the future with modern hardware in mind, allowing us to add more depth and detail to the game than its predecessor had." lmao this reads more like "we were crunched for time and had to release so yeah we're just gonna say its meant for future hardware instead of shittily optimized"
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# ? Oct 25, 2023 14:55 |
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I went ahead and pulled the trigger on the Steam version after fighting for an hour trying to get a frame cap set on the Gamepass version. You can't access the actual exe, and I had no luck capping the stub Windows creates. Surprise, the game is actually pleasant to play once you get everything smoothed out! For reference, I'm using a 45FPS cap at 3840x1600 with everything at medium except for Textures(high) and DoF(off) on my 4090. It will pull much higher, but I would rather have it constant. This also keeps the GPU load around 50% so the fans don't have to kick into high gear.
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# ? Oct 25, 2023 14:55 |
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CuddleCryptid posted:Thank you, question 2, what is an arterial road? https://en.wikipedia.org/wiki/Road_hierarchy How to make hellscape cities, basically.
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# ? Oct 25, 2023 15:01 |
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Infidelicious posted:Mainly that, but I like putting commercial on corners in MFH / rowhouse areas too. Gotta have your Bodegas. In the CPP beginner's guide video he said there's no longer a noise penalty for low density commercial so mixing it in with residential is much more viable than in CS1
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# ? Oct 25, 2023 15:09 |
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I feel like a lot of this is them getting screwed over by unity making promises it can't actually keep. Which isn't surprising considering how much of a garbage fire unity has been as a company for the past few years. i think thats why problems are mostly solved with shutting off a lot of seemingly random graphics settings as for stuff they can control: i really wish we had better control over where frontages go. I know CPP has a way to fix it in one of his videos but hell if i can find it. I also wish we could control setback limits on the lots because a lot of them are just absolutely insane. part of that is having to break myself of making max width zoning areas (especially with medium density) though i have found alleys help with that. once mods get up for this it'll be a lot better, especially when we can get hold of small service buildings, since they just did the opposite of last time and made them all gigantic
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# ? Oct 25, 2023 15:14 |
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As someone who loved CS1 its kind of hard to believe how hard they hosed up this game performance wise. Like they had to be willfully ignoring how poorly it ran while working on it/testing.
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# ? Oct 25, 2023 15:14 |
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Archduke Frantz Fanon posted:as for stuff they can control: i really wish we had better control over where frontages go. I know CPP has a way to fix it in one of his videos but hell if i can find it. I also wish we could control setback limits on the lots because a lot of them are just absolutely insane. part of that is having to break myself of making max width zoning areas (especially with medium density) though i have found alleys help with that. I may be misinterpreting what you're asking for, but if you're zoning a rectangle contained within roads, just skip the column of zone cells directly adjacent to the road that you don't want the frontages on. Then, once buildings have started to go up, zone that last strip. There aren't any 1-deep houses, so they will face onto the same road as all the others
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# ? Oct 25, 2023 15:20 |
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FlyingCowOfDoom posted:As someone who loved CS1 its kind of hard to believe how hard they hosed up this game performance wise. Like they had to be willfully ignoring how poorly it ran while working on it/testing. They knew. A few weeks before release they upped the minimum hardware recommendations and delayed console release until late Spring 2024.
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# ? Oct 25, 2023 15:21 |
Antigravitas posted:https://en.wikipedia.org/wiki/Road_hierarchy Thanks, this helps a lot. I guess in this terminology I have been zoning collector roads as C and then using it to buffer R and I that is on local roads (although the C roads have more lanes). I'll try separating them more and see if that helps with the chaos, especially if I can get them up on the actual highways more.
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# ? Oct 25, 2023 15:22 |
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Tarnop posted:I may be misinterpreting what you're asking for, but if you're zoning a rectangle contained within roads, just skip the column of zone cells directly adjacent to the road that you don't want the frontages on. Then, once buildings have started to go up, zone that last strip. There aren't any 1-deep houses, so they will face onto the same road as all the others yeah that's what i have been doing. i await when someone mods in a toggle or something
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# ? Oct 25, 2023 15:23 |
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withoutclass posted:They knew. A few weeks before release they upped the minimum hardware recommendations and delayed console release until late Spring 2024. That was pretty clearly the point where they had to make a choice between feature-complete (ish) and optimised since there wasn't time before release for both. Based on developer-publisher relationships that I've experienced firsthand I expect Paradox made the choice for them
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# ? Oct 25, 2023 15:27 |
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Deltasquid posted:OUR GOALS This is crazy, like right out the gate trying to temper people's expectations of even being able to hit 60 as a target.
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# ? Oct 25, 2023 15:29 |
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Eh. I may be in the minority but I don't really care about my city builder getting 60 fps. But it definitely should be able to maintain a smooth 30 as a minimum without stuttering.
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# ? Oct 25, 2023 15:35 |
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I’m glad I didn’t buy this and played it on PC game pass. I think it does something’s better than CS1 and the QoL changes are nice but this is a middling sequel with a lot of holes and bad performance. I’ll still have fun with it for a bit but definitely don’t buy this until like a year from now when it should be cheaper. Also, I know some of you guys don’t like it but I’m glad it’s getting bombed in steam reviews.
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# ? Oct 25, 2023 15:36 |
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using 30fps as the target for any kind of game in 2023 should be illegal
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# ? Oct 25, 2023 15:37 |
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Only way for current gen consoles to compete with gaming PCs
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# ? Oct 25, 2023 15:39 |
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Hearing all these reports of people with 4090s getting 10fps and stuff makes me really wonder what kind of machines are the developers using? Are they testing the game on normal computers or are they testing it on very specific, insanely powerful supercomputers?
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# ? Oct 25, 2023 15:40 |
Eric the Mauve posted:Eh. I may be in the minority but I don't really care about my city builder getting 60 fps. But it definitely should be able to maintain a smooth 30 as a minimum without stuttering. Yeah the second part is the key, especially as the simulation gets larger. 30 FPS should be the "there's 60% of the resources left to work with" mark, not "if we don't cut it to 30 then it's going to be 5". I just put a lot of money into a desktop with a high end graphics card and had to turn down the settings to get a playable framerate so I understand the pain. I'm running it on 4k which doesn't help but this is the only game I've had an issue with.
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# ? Oct 25, 2023 15:43 |
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Eric the Mauve posted:Eh. I may be in the minority but I don't really care about my city builder getting 60 fps. But it definitely should be able to maintain a smooth 30 as a minimum without stuttering. This is funny for me specifically since I've set settings low enough that it turned out to be roughly 60fps.... with huge stutters to like 5 on occasion (on a 6700xt), and I would totally prefer smooth 30.
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# ? Oct 25, 2023 15:43 |
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# ? May 26, 2024 07:12 |
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I’m fine with the 30 fps if the graphics are good and it’s stable. That’s not this game though lol.
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# ? Oct 25, 2023 15:43 |