Why Cities: Skylines 2 performs poorly - paavohtl's blog
One of the most highly anticipated PC games of the year Cities: Skylines 2 was released last week to a mixed reception. My impression is that gameplay and simulation-wise it seems to be a step in the right direction, and at least on paper the game seems more well-rounded in terms of features than the original was at launch. There are however significant issues with the game, ranging from balance problems and questionable design choices to bugs rendering a lot of the game’s economic simulation almost pointless. Whether or not the game is a worthy successor to the original is an open question at this point, but one thing is almost universally agreed upon: the title’s performance is not up to par. There were warning signs. Under a month before release date there was an announcement informing that the game’s recommended system requirements had been raised, and the console release was delayed to 2024. Quite a few YouTubers and streamers got early access to the game, but they were explicitly
Table of contents (This is not) a performance review Pulling back the curtain Engine and architecture Attachment issues Renderdoc analysis DOTS instance data update Simulation Virtual texturing cache update Skybox generation Pre-pass The teeth controversy Pre-pass continued, featuring the high poly hall of shame Motion vectors Roads and decals Main pass Ambient occlusion Cascaded shadow mapping Screen space reflections and global illumination Deferred lighting Weird clothing pass Sky rendering Transparent objects pre-pass Water rendering Particles, rain and transparent objects VT feedback proc
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