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Bofferbrauer2 said:
JEMC said:

Disappointing, but not that surprising. They should have delayed the game.

By the way, PCGamer has published its review of the game: https://www.pcgamer.com/cities-skylines-2-review/

They've given it a 77 compared to the 86 of the first one.

From some tests I read that it's mostly due to the fact that it simulates Every. Single. Inhabitant walking and driving around. Of course if you have a big city, having so many citizens buzzing around will result in so many calls that it even breaks a 4090, especially cince there's no fog anymore that could hide it like in it's predecessor.

I frankly have my doubts about whether's that's the case. The game's GPU-bound at the moment, so the simulation itself is probably running fine (unless it's running the simulation at least partially on the GPU, which sounds odd, and in which case resolution probably shouldn't make such a huge difference to performance). The previous game also did pretty much the same. If the citizens are the issue, it's probably because of insufficient LoD models, which should be a simple but laborious fix. I guess we'll see as soon as someone mods invisible citizens or something in the game, but that would be such a dumb mistake that I really doubt that's the case. My bet is on harder-to-fix rendering issues. I've seen people be enraged about the detailed citizen models, but 95% of that is probably people being enraged at the first potential reason they can understand (not that much unlike populism).

Then again, I've seen claims that the first game didn't use instancing where it could and neither does the second one, so maybe they thought it was good enough until they noticed it wasn't, and then it was already 'too late'. You tend to optimize only as much as you need to, and only when you need to. Premature optimization is expensive.

Last edited by Zkuq - on 23 October 2023