Are you sure? Check out the mods for Farming Simulator on console, it works there.Both custom maps, as well as custom assets, are planned to be available on console via Paradox Mods, sadly due to limitations code mods will not be available.
- 1
Are you sure? Check out the mods for Farming Simulator on console, it works there.Both custom maps, as well as custom assets, are planned to be available on console via Paradox Mods, sadly due to limitations code mods will not be available.
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.
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!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…
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!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.
kinda pointless statement without your rig's specs ...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!
Yes, sorry I forgot that!kinda pointless statement without your rig's specs ...
Perfectly playable!
I9 14900K
RTX 4900
96GB Ram @4800
ROG Strix 790 MB
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!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 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)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
You can check the smooth speed in dev menu. Set it as high as possible (8x) and see where it is ...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
With other words the 14900k, an enthusiast CPU, is bottlenecking <400k population ...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
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.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
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.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.
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.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.
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.
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.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.
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.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.