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This is the only game that brings my 4000 euro PC to a crawl after a certain population. They are never going to get this on 450 euro hardware without doing a major rework of the simulation because the problem is CPU. If I put the game in lowest detail and resolution the slow performance remains.

Exactly. And they know this.

Both the PS/5 and the XBox are built around the same x86-64 architecture with a custom AMD CPU from the Zen2 generation. Some experts that know this stuff better than me have done the work, the math, and the testing, and came up with the Ryzen 7 3700X as the closest desktop CPU. It has the same architecture, the same cores, the same gigahertz and the same chipset.

That is a middle-of-the-line CPU from 2019. That is a CPU that may work fine for thousands of games because they don't need heavy CPU cycles but largely use the GPU for 3D rendering and such things. But it is not a CPU that is too great for the work that the CS2 Simulation needs done.

I myself have a Core i7-11th generation CPU, and my cities are starting to get a bit sluggish at the 200k mark. My CPU is from 2021, so 2 years newer that the chips for the PS5 and XBox. I can't tell you for sure what that means for the simulation of the game, but if my 2021 rig is starting to struggle at 200k, I can only imagine a fairly mediocre CPU from 2019 will start to struggle somewhere north of 100k. perhaps at around 150k.

And yes, they chose that AMD chip for a reason: They only charge about $500 for the fanciest version of the console, and that is the price of the CPU alone in a decent gaming PC, let alone any graphics cards. As said above, MOST games really don't use all that much CPU power, so its fine for the vast majority of games, and you are not going to notice any difference running around shooting people or racing other cars.

But Cities Skylines II..... is another matter. It needs RAW CPU power to make calculations. And that is simply something that the (current) PS5 and XBox cannot deliver.

So they are going to need to optimize the simulation to run GOOD on a Ryzen 7 3700X. I think for the console version to be a success, the player will need to be able to build a city of at least 300k without TOO much slowing. So they have a LOT of work to do, if even possible.

 
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Right, let’s do a change of leadership from the folks who helmed Cities: Skylines I and have been working on Cities: Skylines II for years to someone brand new. Certainly the new people will know how to do this and won’t cause chaos in an existing and well-formed team environment.

/s

Performance targets are tricky, especially since the game missed a bit with the initial PC release. I understand they want to be cautious and not ship a game that’s not going to be an acceptable quality to console players this time around.

Although the console delay probably means Mac players (me) will keep on waiting…
Ok so, mac players and linux players unfortunately will not be getting this game (as far as ik) due to the game being only compatible with DirectX11/12 but I indeed hope for the future for this game!
 
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Console will never happen because a powerful Pc with rtx4090 and 64 gig ram full up to date hardware cannot even handle the simulation after 200k population. How is a cheapo console going to be able to handle this game? My pc is like a heater fulll blast 100% cpu usage. I don't see it happening anytime soon. Console will need a simulation nerfed if it's to happen.
I'm at 320k population and my rig runs the game at 4 times speed (1 game minute in 0.76 secs) and 40 to 50 fps. GPU at about 40%. CPU near 100% and running at 70 degrees. Perfectly playable!
 
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Perfectly playable!
I9 14900K
RTX 4900
96GB Ram @4800
ROG Strix 790 MB

Well - with that specs anything else than _playable_ would have had surprised me as that's the upper end of consumer PC's.

Also this doesn't really tell much about the playability on PS5 and Xbox Series, and mostly also nothing about an upcoming console generation which still will use less powerful hardware especially on CPU side to be affordable for the average player.
 
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Well - with that specs anything else than _playable_ would have had surprised me as that's the upper end of consumer PC's.

Also this doesn't really tell much about the playability on PS5 and Xbox Series, and mostly also nothing about an upcoming console generation which still will use less powerful hardware especially on CPU side to be affordable for the average player.
I replied in response to someone who argued that you could only get to 200k population before it became too slow to play. I know nothing about PS5 or Xbox!
Yes, I have an expensive rig so I tend to keep quite about it since not everyone is as lucky as me. My only point is that blanket statements about the game do not necessarily apply to everyone.
 
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Yes, sorry I forgot that!

I9 14900K
RTX 4900
96GB Ram @4800
ROG Strix 790 MB

All water cooled. I have to knock the CPU frequencies down a bit to prevent CTDs
I have a similar setup here (14700k, 3090) and I get constant CTDs. I thought it was more BIOS related (waiting for 125 microcode update for Asus mobos)
How many MHz have you reduced it?

What is your true sim speed (put it to 8x and see what the number does) at 320k?
 
Yes, get the Intel Extreme Tuning app and knock the ratios down 3 or 4 - works for a lot of people!#
At 4 times speed I get 0.78 secs for 1 minute game time.
Now have over 400,000 population with the same speed but less FPS ( about 30 to 40). At 2 times speed it scales exactly and I get 60 FPS
 
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Yes, get the Intel Extreme Tuning app and knock the ratios down 3 or 4 - works for a lot of people!#
At 4 times speed I get 0.78 secs for 1 minute game time.
Now have over 400,000 population with the same speed but less FPS ( about 30 to 40). At 2 times speed it scales exactly and I get 60 FPS
You can check the smooth speed in dev menu. Set it as high as possible (8x) and see where it is ...
 
At 8 times the figures are the same as 4 times - about 0.72 to 0.8 secs for game minute and about 30 FPS
With other words the 14900k, an enthusiast CPU, is bottlenecking <400k population ...
Consoles will be probably running 400k at 1x speed or less ... unplayable at 500k, not to mention 1m --- so dont get your hopes up that it will happen any time soon!
 
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Can CO elaborate bit more on the issues with console?
What issues are they having? Game mechanics? GPU, Mod platform, Performance?

Be open, be bold !

You never know... some pretty damn good suggestions came out of these forums, isn't that what made CS to what it is now?
 
Thanks for the update! I have a few questions about modding on the console. You stated earlier that we will probably be able to access maps via Paradox Mods, but what about custom assets and code modding? I think both are impossible on console and if that's the case will you be doing updates to implement some assets or mods. I think especially here at the detailers patches that implemented some mechanism inspired by mods (surfaces, tree growth, ...) and could be extremely useful if you continue on this note for the future especially for QoL tools
I can elaborate a bit on this answer. While there's never a guarantee that a mod's features will eventually be implemented into the game, we keep an eye on what mods are popular and what they offer. For the original Cities: Skylines mods inspired us to add certain features or quality-of-life improvements, however, we always do our own implementation, which may not work the same way a mod did. We have a bunch of items on our internal wishlist and I'm sure that some of those will show up as mods before we get a chance to implement them, and I wouldn't be surprised if mods come up with features we haven't even considered.

So while I can't make any promises, it's definitely possible that some mod functionalities will show up in the game as official features down the line. We'll just have to see what makes sense to add and when.

I'm told the Windows version runs almost perfectly using CrossOver.

A native Mac version will be a few years. And although I don't know the exact reason and how it all works, they let it slip one time that it has to do with the contracts they have made with Steam, Microsoft, Sony, and others which is not yet allowing them to release linux and mac versions for some time. Again, not sure how all of that works.... but if you want to play on your Mac, you can do so today.

CrossOver also works for many other Windows games.
Are you referring to our comment that we need to fulfill our current obligations and release on the already announced console platforms before we can investigate whether Mac and Linux versions are feasible? That's at least the only thing that I remember that has been shared on this topic. While the console release is our top priority right now, we haven't forgotten about our players on Mac and Linux, and we'll let you know when we have any news.

But what about prefab duplication and modification via the Editor as is currently available for the PC version? Will such "kit bashing" be available to console users and will such prefabs ultimately be uploadable to Pdx Mods for both platforms? At the moment PC users generally use the Asset Pack Manager mod to handle such prefabs created in their StreamingData~ folder from the Editor. Given that there is already a direct pipeline for uploading from the Editor to Pdx Mods (Maps at present), will this be looked into as being added as an integrated component/pipeline for custom prefabs? I am not referring to meshes of course.
We aim for console to have as much access to modding as possible, including access to the Editor. While we expect there to be some limits, like not being able to import custom 3D models and textures, you'll have access to asset mods on Paradox Mods (once they're available and of course assuming they don't require code mods to function) and the Editor itself. We'll have more details on this in the future as both the asset editing and console version are ready for you.
 
Will the new road customization tool mod that’s being released this week be added at some point to the console versions? That definitely feels like a feature that would make building your city a lot easier and allow the user to be more creative.
 
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Will the new road customization tool mod that’s being released this week be added at some point to the console versions? That definitely feels like a feature that would make building your city a lot easier and allow the user to be more creative.

Unfortunately that’s very unlikely. Code mods won’t be supported on console. The road editor is a textbook code mode. Sorry :(

I say unlikely because devs can always code it into the base game. But again, it’s unlikely.
 
Unfortunately that’s very unlikely. Code mods won’t be supported on console. The road editor is a textbook code mode. Sorry :(

I say unlikely because devs can always code it into the base game. But again, it’s unlikely.
Well, if there’s any mod that would deserve to be coded into the base game because it would greatly benefit users, it would be this road editor. I really hope the developers add it to the console versions.
 
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Is it possible to pre-include the most popular and reliable mods in the game in a faux-download style and bypass the code mods restriction? This would relieve the pressure to put everything people like in the game and the technical/managerial/UI complications this ensues, and also free devs to work on unresolved issues
 
Well, if there’s any mod that would deserve to be coded into the base game because it would greatly benefit users, it would be this road editor. I really hope the developers add it to the console versions.
The issue is that the road mod alone would not really work in the game. Imagine using the road mod without also using the traffic mod to control the resulting intersection for example. Given the limited resources of the studio and the current state of the game you are talking about something that may be possible until years down the line. They still have major bugs that have existed since release that are partially fixed with the all aboard mod, they have performance issues which is likely the largest barrier to console release as well as major improvements needed for traffic AI.

I think there is going to be and should be a lot of time dedicated to the fundamentals of the games development, getting it in a state that it should have been on release so that it can have a real and successful release on console.