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Gordon Dry

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Sep 14, 2014
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  • Cities: Skylines Deluxe Edition
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So Process Explorer doesn't help me, I want to actually see how much resources are used by a single mod .dll - but how?

When I check cities.exe with PE and then check the properties, I don't see references to the mod .dll's but to core .dll's and mono .dll's ... that's all.

How to see the CPU usage, the RAM usage and the I/O usage of a mod .dll ?
 
I don’t think you can, at least for most cases and not in an easy way if possible at all. A mod is a modification of the original, and that includes tweaks (No Clouds mod gives you more fps, for ex), replacing chunks of the original code (AI mods). If a mod adds a new thread could be easier to monitor directly the resources used, but don’t think it is usual (if any).


My bet the only realistic way is having a savegame for benchmarking. And with some mods with ingame options you can see the difference in performance in real time, like many graphic ones.
 
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Exactly. The dlls attach to and in some cases even overwrite original codes. The effect on CPU and RAM hardly depend on what the mod does. The No Clouds mod @Doctor Machete mentioned is a good example as it might eat a few kb more RAM while reducing CPU and GPU load. Mods which however run for example a lot of code in ThreadingExtensionBase are more likely to have a negative effect on CPU/GPU.
You might however be able to use a Mono profiler to get some data, but that's more for experienced developers and it's no easy task (if possible at all).
 
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